#include "rasterizer_scene_gles3.h"
#include "globals.h"
#include "os/os.h"
#include "rasterizer_canvas_gles3.h"

static const GLenum _cube_side_enum[6]={

	GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
	GL_TEXTURE_CUBE_MAP_POSITIVE_X,
	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
	GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
	GL_TEXTURE_CUBE_MAP_POSITIVE_Z,

};


static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) {

	p_array[ 0]=p_mtx.elements[0][0];
	p_array[ 1]=p_mtx.elements[0][1];
	p_array[ 2]=0;
	p_array[ 3]=0;
	p_array[ 4]=p_mtx.elements[1][0];
	p_array[ 5]=p_mtx.elements[1][1];
	p_array[ 6]=0;
	p_array[ 7]=0;
	p_array[ 8]=0;
	p_array[ 9]=0;
	p_array[10]=1;
	p_array[11]=0;
	p_array[12]=p_mtx.elements[2][0];
	p_array[13]=p_mtx.elements[2][1];
	p_array[14]=0;
	p_array[15]=1;
}


static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) {
	p_array[ 0]=p_mtx.basis.elements[0][0];
	p_array[ 1]=p_mtx.basis.elements[1][0];
	p_array[ 2]=p_mtx.basis.elements[2][0];
	p_array[ 3]=0;
	p_array[ 4]=p_mtx.basis.elements[0][1];
	p_array[ 5]=p_mtx.basis.elements[1][1];
	p_array[ 6]=p_mtx.basis.elements[2][1];
	p_array[ 7]=0;
	p_array[ 8]=p_mtx.basis.elements[0][2];
	p_array[ 9]=p_mtx.basis.elements[1][2];
	p_array[10]=p_mtx.basis.elements[2][2];
	p_array[11]=0;
	p_array[12]=p_mtx.origin.x;
	p_array[13]=p_mtx.origin.y;
	p_array[14]=p_mtx.origin.z;
	p_array[15]=1;
}

static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) {

	for (int i=0;i<4;i++) {
		for (int j=0;j<4;j++) {

			p_array[i*4+j]=p_mtx.matrix[i][j];
		}
	}
}

/* SHADOW ATLAS API */

RID RasterizerSceneGLES3::shadow_atlas_create() {

	ShadowAtlas *shadow_atlas = memnew( ShadowAtlas );
	shadow_atlas->fbo=0;
	shadow_atlas->depth=0;
	shadow_atlas->size=0;
	shadow_atlas->smallest_subdiv=0;

	for(int i=0;i<4;i++) {
		shadow_atlas->size_order[i]=i;
	}


	return shadow_atlas_owner.make_rid(shadow_atlas);
}

void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){

	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
	ERR_FAIL_COND(!shadow_atlas);
	ERR_FAIL_COND(p_size<0);

	p_size = nearest_power_of_2(p_size);

	if (p_size==shadow_atlas->size)
		return;

	if (shadow_atlas->fbo) {
		glDeleteTextures(1,&shadow_atlas->depth);
		glDeleteFramebuffers(1,&shadow_atlas->fbo);

		shadow_atlas->depth=0;
		shadow_atlas->fbo=0;

		print_line("erasing atlas");
	}
	for(int i=0;i<4;i++) {
		//clear subdivisions
		shadow_atlas->quadrants[i].shadows.resize(0);
		shadow_atlas->quadrants[i].shadows.resize( 1<<shadow_atlas->quadrants[i].subdivision );
	}

	//erase shadow atlas reference from lights
	for (Map<RID,uint32_t>::Element *E=shadow_atlas->shadow_owners.front();E;E=E->next()) {
		LightInstance *li = light_instance_owner.getornull(E->key());
		ERR_CONTINUE(!li);
		li->shadow_atlases.erase(p_atlas);
	}

	//clear owners
	shadow_atlas->shadow_owners.clear();

	shadow_atlas->size=p_size;

	if (shadow_atlas->size)	{
		glGenFramebuffers(1, &shadow_atlas->fbo);
		glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);

		// Create a texture for storing the depth
		glActiveTexture(GL_TEXTURE0);
		glGenTextures(1, &shadow_atlas->depth);
		glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_atlas->size, shadow_atlas->size, 0,
			     GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
				       GL_TEXTURE_2D, shadow_atlas->depth, 0);

		glViewport(0,0,shadow_atlas->size,shadow_atlas->size);
		glClearDepth(0);
		glClear(GL_DEPTH_BUFFER_BIT);

	}
}


void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision){

	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
	ERR_FAIL_COND(!shadow_atlas);
	ERR_FAIL_INDEX(p_quadrant,4);
	ERR_FAIL_INDEX(p_subdivision,16384);


	uint32_t subdiv = nearest_power_of_2(p_subdivision);
	if (subdiv&0xaaaaaaaa) { //sqrt(subdiv) must be integer
		subdiv<<=1;
	}

	subdiv=int(Math::sqrt(subdiv));

	//obtain the number that will be x*x

	if (shadow_atlas->quadrants[p_quadrant].subdivision==subdiv)
		return;

	//erase all data from quadrant
	for(int i=0;i<shadow_atlas->quadrants[p_quadrant].shadows.size();i++) {

		if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
			shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
			LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
			ERR_CONTINUE(!li);
			li->shadow_atlases.erase(p_atlas);
		}
	}

	shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
	shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv*subdiv);
	shadow_atlas->quadrants[p_quadrant].subdivision=subdiv;

	//cache the smallest subdiv (for faster allocation in light update)

	shadow_atlas->smallest_subdiv=1<<30;

	for(int i=0;i<4;i++) {
		if (shadow_atlas->quadrants[i].subdivision) {
			shadow_atlas->smallest_subdiv=MIN(shadow_atlas->smallest_subdiv,shadow_atlas->quadrants[i].subdivision);
		}
	}

	if (shadow_atlas->smallest_subdiv==1<<30) {
		shadow_atlas->smallest_subdiv=0;
	}

	//resort the size orders, simple bublesort for 4 elements..

	int swaps=0;
	do {
		swaps=0;

		for(int i=0;i<3;i++) {
			if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i+1]].subdivision) {
				SWAP(shadow_atlas->size_order[i],shadow_atlas->size_order[i+1]);
				swaps++;
			}
		}
	} while(swaps>0);





}

bool RasterizerSceneGLES3::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,int *p_in_quadrants,int p_quadrant_count,int p_current_subdiv,uint64_t p_tick,int &r_quadrant,int &r_shadow) {


	for(int i=p_quadrant_count-1;i>=0;i--) {

		int qidx = p_in_quadrants[i];

		if (shadow_atlas->quadrants[qidx].subdivision==p_current_subdiv) {
			return false;
		}

		//look for an empty space
		int sc = shadow_atlas->quadrants[qidx].shadows.size();
		ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();

		int found_free_idx=-1; //found a free one
		int found_used_idx=-1; //found existing one, must steal it
		uint64_t min_pass; // pass of the existing one, try to use the least recently used one (LRU fashion)

		for(int j=0;j<sc;j++) {
			if (!sarr[j].owner.is_valid()) {
				found_free_idx=j;
				break;
			}

			LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
			ERR_CONTINUE(!sli);

			if (sli->last_scene_pass!=scene_pass) {

				//was just allocated, don't kill it so soon, wait a bit..
				if (p_tick-sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec)
					continue;

				if (found_used_idx==-1 || sli->last_scene_pass<min_pass) {
					found_used_idx=j;
					min_pass=sli->last_scene_pass;
				}
			}
		}

		if (found_free_idx==-1 && found_used_idx==-1)
			continue; //nothing found

		if (found_free_idx==-1 && found_used_idx!=-1) {
			found_free_idx=found_used_idx;
		}

		r_quadrant=qidx;
		r_shadow=found_free_idx;

		return true;
	}

	return false;

}


bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version){


	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
	ERR_FAIL_COND_V(!shadow_atlas,false);

	LightInstance *li = light_instance_owner.getornull(p_light_intance);
	ERR_FAIL_COND_V(!li,false);

	if (shadow_atlas->size==0 || shadow_atlas->smallest_subdiv==0) {
		return false;
	}

	uint32_t quad_size = shadow_atlas->size>>1;
	int desired_fit = MIN(quad_size/shadow_atlas->smallest_subdiv,nearest_power_of_2(quad_size*p_coverage));


	int valid_quadrants[4];
	int valid_quadrant_count=0;
	int best_size=-1; //best size found
	int best_subdiv=-1; //subdiv for the best size

	//find the quadrants this fits into, and the best possible size it can fit into
	for(int i=0;i<4;i++) {
		int q = shadow_atlas->size_order[i];
		int sd = shadow_atlas->quadrants[q].subdivision;
		if (sd==0)
			continue; //unused

		int max_fit = quad_size / sd;

		if (best_size!=-1 && max_fit>best_size)
			break; //too large

		valid_quadrants[valid_quadrant_count++]=q;
		best_subdiv=sd;

		if (max_fit>=desired_fit) {
			best_size=max_fit;
		}
	}

	ERR_FAIL_COND_V(valid_quadrant_count==0,false);

	uint64_t tick = OS::get_singleton()->get_ticks_msec();


	//see if it already exists

	if (shadow_atlas->shadow_owners.has(p_light_intance)) {
		//it does!
		uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
		uint32_t q = (key>>ShadowAtlas::QUADRANT_SHIFT)&0x3;
		uint32_t s = key&ShadowAtlas::SHADOW_INDEX_MASK;

		bool should_realloc=shadow_atlas->quadrants[q].subdivision!=best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick-tick > shadow_atlas_realloc_tolerance_msec);
		bool should_redraw=shadow_atlas->quadrants[q].shadows[s].version!=p_light_version;



		if (!should_realloc) {
			shadow_atlas->quadrants[q].shadows[s].version=p_light_version;
			//already existing, see if it should redraw or it's just OK
			return should_redraw;
		}

		int new_quadrant,new_shadow;

		//find a better place
		if (_shadow_atlas_find_shadow(shadow_atlas,valid_quadrants,valid_quadrant_count,shadow_atlas->quadrants[q].subdivision,tick,new_quadrant,new_shadow)) {
			//found a better place!
			ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow];
			if (sh->owner.is_valid()) {
				//is taken, but is invalid, erasing it
				shadow_atlas->shadow_owners.erase(sh->owner);
				LightInstance *sli = light_instance_owner.get(sh->owner);
				sli->shadow_atlases.erase(p_atlas);
			}

			//erase previous
			shadow_atlas->quadrants[q].shadows[s].version=0;
			shadow_atlas->quadrants[q].shadows[s].owner=RID();

			sh->owner=p_light_intance;
			sh->alloc_tick=tick;
			sh->version=p_light_version;

			//make new key
			key=new_quadrant<<ShadowAtlas::QUADRANT_SHIFT;
			key|=new_shadow;
			//update it in map
			shadow_atlas->shadow_owners[p_light_intance]=key;
			//make it dirty, as it should redraw anyway
			return true;
		}

		//no better place for this shadow found, keep current

		//already existing, see if it should redraw or it's just OK

		shadow_atlas->quadrants[q].shadows[s].version=p_light_version;

		return should_redraw;
	}

	int new_quadrant,new_shadow;

	//find a better place
	if (_shadow_atlas_find_shadow(shadow_atlas,valid_quadrants,valid_quadrant_count,-1,tick,new_quadrant,new_shadow)) {
		//found a better place!
		ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow];
		if (sh->owner.is_valid()) {
			//is taken, but is invalid, erasing it
			shadow_atlas->shadow_owners.erase(sh->owner);
			LightInstance *sli = light_instance_owner.get(sh->owner);
			sli->shadow_atlases.erase(p_atlas);
		}

		sh->owner=p_light_intance;
		sh->alloc_tick=tick;
		sh->version=p_light_version;

		//make new key
		uint32_t key=new_quadrant<<ShadowAtlas::QUADRANT_SHIFT;
		key|=new_shadow;
		//update it in map
		shadow_atlas->shadow_owners[p_light_intance]=key;
		//make it dirty, as it should redraw anyway

		return true;
	}

	//no place to allocate this light, apologies

	return false;




}

void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {

	directional_shadow.light_count=p_count;
	directional_shadow.current_light=0;
}

int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) {

	ERR_FAIL_COND_V(directional_shadow.light_count==0,0);

	int shadow_size;

	if (directional_shadow.light_count==1) {
		shadow_size = directional_shadow.size;
	} else {
		shadow_size = directional_shadow.size/2; //more than 4 not supported anyway
	}

	LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
	ERR_FAIL_COND_V(!light_instance,0);

	switch(light_instance->light_ptr->directional_shadow_mode) {
		case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none
		case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
		case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: shadow_size/=2; break;
	}

	return shadow_size;

}
//////////////////////////////////////////////////////

RID RasterizerSceneGLES3::reflection_atlas_create() {

	ReflectionAtlas *reflection_atlas = memnew( ReflectionAtlas );
	reflection_atlas->subdiv=0;
	reflection_atlas->color=0;
	reflection_atlas->size=0;
	for(int i=0;i<6;i++) {
		reflection_atlas->fbo[i]=0;
	}

	return reflection_atlas_owner.make_rid(reflection_atlas);
}

void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas,int p_size) {

	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas);
	ERR_FAIL_COND(!reflection_atlas);

	int size = nearest_power_of_2(p_size);

	if (size==reflection_atlas->size)
		return;
	if (reflection_atlas->size) {
		for(int i=0;i<6;i++) {
			glDeleteFramebuffers(1,&reflection_atlas->fbo[i]);
			reflection_atlas->fbo[i]=0;
		}
		glDeleteTextures(1,&reflection_atlas->color);
		reflection_atlas->color=0;
	}

	reflection_atlas->size=size;

	for(int i=0;i<reflection_atlas->reflections.size();i++) {
		//erase probes reference to this
		if (reflection_atlas->reflections[i].owner.is_valid()) {
			ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner);
			reflection_atlas->reflections[i].owner=RID();

			ERR_CONTINUE(!reflection_probe_instance);
			reflection_probe_instance->reflection_atlas_index=-1;
			reflection_probe_instance->atlas=RID();
			reflection_probe_instance->render_step=-1;
		}
	}


	if (reflection_atlas->size) {

		bool use_float=true;


		GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
		GLenum format = GL_RGBA;
		GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV;


		// Create a texture for storing the color
		glActiveTexture(GL_TEXTURE0);
		glGenTextures(1, &reflection_atlas->color);
		glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);

		int mmsize=reflection_atlas->size;

		for(int i=0;i<6;i++) {
			glTexImage2D(GL_TEXTURE_2D, i, internal_format, mmsize, mmsize, 0,
				     format, type, NULL);

			mmsize>>=1;
		}

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5);

		mmsize=reflection_atlas->size;

		for(int i=0;i<6;i++) {
			glGenFramebuffers(1, &reflection_atlas->fbo[i]);
			glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[i]);
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,  reflection_atlas->color, i);

			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
			ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);

			glDisable(GL_SCISSOR_TEST);
			glViewport(0,0,mmsize,mmsize);
			glClearColor(0,0,0,0);
			glClear(GL_COLOR_BUFFER_BIT); //it needs to be cleared, to avoid generating garbage

			mmsize>>=1;

		}


	}



}
void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv) {

	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas);
	ERR_FAIL_COND(!reflection_atlas);

	uint32_t subdiv = nearest_power_of_2(p_subdiv);
	if (subdiv&0xaaaaaaaa) { //sqrt(subdiv) must be integer
		subdiv<<=1;
	}

	subdiv=int(Math::sqrt(subdiv));

	if (reflection_atlas->subdiv==subdiv)
		return;


	if (subdiv) {

		for(int i=0;i<reflection_atlas->reflections.size();i++) {
			//erase probes reference to this
			if (reflection_atlas->reflections[i].owner.is_valid()) {
				ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner);
				reflection_atlas->reflections[i].owner=RID();

				ERR_CONTINUE(!reflection_probe_instance);
				reflection_probe_instance->reflection_atlas_index=-1;
				reflection_probe_instance->atlas=RID();
				reflection_probe_instance->render_step=-1;
			}
		}
	}

	reflection_atlas->subdiv=subdiv;

	reflection_atlas->reflections.resize(subdiv*subdiv);
}


////////////////////////////////////////////////////

RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) {

	RasterizerStorageGLES3::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe);
	ERR_FAIL_COND_V(!probe,RID());

	ReflectionProbeInstance *rpi = memnew( ReflectionProbeInstance );

	rpi->probe_ptr=probe;
	rpi->self=reflection_probe_instance_owner.make_rid(rpi);
	rpi->probe=p_probe;
	rpi->reflection_atlas_index=-1;
	rpi->render_step=-1;
	rpi->last_pass=0;

	return rpi->self;
}

void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance,const Transform& p_transform) {

	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND(!rpi);
	rpi->transform=p_transform;

}

void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) {

	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND(!rpi);
	if (rpi->reflection_atlas_index==-1)
		return;

	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas);
	ERR_FAIL_COND(!reflection_atlas);

	ERR_FAIL_INDEX(rpi->reflection_atlas_index,reflection_atlas->reflections.size());

	ERR_FAIL_COND(reflection_atlas->reflections[rpi->reflection_atlas_index].owner!=rpi->self);

	reflection_atlas->reflections[rpi->reflection_atlas_index].owner=RID();

	rpi->reflection_atlas_index=-1;
	rpi->atlas=RID();
	rpi->render_step=-1;

}

bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) {

	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND_V(!rpi,false);

	return rpi->reflection_atlas_index==-1 || rpi->probe_ptr->update_mode==VS::REFLECTION_PROBE_UPDATE_ALWAYS;
}

bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance){

	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND_V(!rpi,false);

	return rpi->reflection_atlas_index!=-1;
}

bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance,RID p_reflection_atlas) {

	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND_V(!rpi,false);

	rpi->render_step=0;

	if (rpi->reflection_atlas_index!=-1) {
		return true; //got one already
	}

	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
	ERR_FAIL_COND_V(!reflection_atlas,false);


	if (reflection_atlas->size==0 || reflection_atlas->subdiv==0) {
		return false;
	}


	int best_free=-1;
	int best_used=-1;
	uint64_t best_used_frame;

	for(int i=0;i<reflection_atlas->reflections.size();i++) {
		if (reflection_atlas->reflections[i].owner==RID()) {
			best_free=i;
			break;
		}

		if (rpi->render_step<0 && reflection_atlas->reflections[i].last_frame<storage->frame.count &&
				(best_used==-1 || reflection_atlas->reflections[i].last_frame<best_used_frame)) {
				best_used=i;
			best_used_frame=reflection_atlas->reflections[i].last_frame;
		}
	}

	if (best_free==-1 && best_used==-1) {
		return false ;// sorry, can not do. Try again next frame.
	}

	if (best_free==-1) {
		//find best from what is used
		best_free=best_used;

		ReflectionProbeInstance *victim_rpi = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[best_free].owner);
		ERR_FAIL_COND_V(!victim_rpi,false);
		victim_rpi->atlas=RID();
		victim_rpi->reflection_atlas_index=-1;

	}

	reflection_atlas->reflections[best_free].owner=p_instance;
	reflection_atlas->reflections[best_free].last_frame=storage->frame.count;

	rpi->reflection_atlas_index=best_free;
	rpi->atlas=p_reflection_atlas;
	rpi->render_step=0;

	return true;
}

bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) {

	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND_V(!rpi,true);

	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas);
	ERR_FAIL_COND_V(!reflection_atlas,false);

	ERR_FAIL_COND_V(rpi->render_step>=6,true);

	glBindFramebuffer(GL_FRAMEBUFFER,reflection_atlas->fbo[rpi->render_step]);
	state.cube_to_dp_shader.bind();

	int target_size=reflection_atlas->size/reflection_atlas->subdiv;

	int cubemap_index=reflection_cubemaps.size()-1;

	for(int i=reflection_cubemaps.size()-1;i>=0;i--) {
		//find appropriate cubemap to render to
		if (reflection_cubemaps[i].size>target_size*2)
			break;

		cubemap_index=i;
	}

	glDisable(GL_BLEND);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_CUBE_MAP,reflection_cubemaps[cubemap_index].cubemap);
	glDisable(GL_CULL_FACE);

	storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,true);
	storage->shaders.cubemap_filter.bind();

	int cell_size = reflection_atlas->size / reflection_atlas->subdiv;
	for(int i=0;i<rpi->render_step;i++) {
		cell_size>>=1; //mipmaps!
	}
	int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size;
	int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size;
	int width=cell_size;
	int height=cell_size;

	storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE,rpi->render_step==0);
	storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY,rpi->probe_ptr->update_mode==VS::REFLECTION_PROBE_UPDATE_ALWAYS);
	for(int i=0;i<2;i++) {

		storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP,i>0);
		storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,rpi->render_step/5.0);

		uint32_t local_width=width,local_height=height;
		uint32_t local_x=x,local_y=y;

		local_height/=2;
		local_y+=i*local_height;

		glViewport(local_x,local_y,local_width,local_height);

		_copy_screen();
	}
	storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE,false);
	storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY,false);


	rpi->render_step++;

	return rpi->render_step==6;
}

/* ENVIRONMENT API */

RID RasterizerSceneGLES3::environment_create(){


	Environment *env = memnew( Environment );

	return environment_owner.make_rid(env);
}

void RasterizerSceneGLES3::environment_set_background(RID p_env,VS::EnvironmentBG p_bg){

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);
	env->bg_mode=p_bg;
}

void RasterizerSceneGLES3::environment_set_skybox(RID p_env, RID p_skybox){

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->skybox=p_skybox;

}

void RasterizerSceneGLES3::environment_set_skybox_scale(RID p_env,float p_scale) {

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->skybox_scale=p_scale;

}

void RasterizerSceneGLES3::environment_set_bg_color(RID p_env,const Color& p_color){

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->bg_color=p_color;

}
void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env,float p_energy) {

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->bg_energy=p_energy;

}

void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env,int p_max_layer){

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->canvas_max_layer=p_max_layer;

}
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color& p_color, float p_energy, float p_skybox_contribution){

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->ambient_color=p_color;
	env->ambient_energy=p_energy;
	env->ambient_skybox_contribution=p_skybox_contribution;

}



void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_amount,VS::EnvironmentDOFBlurQuality p_quality){

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->dof_blur_far_enabled=p_enable;
	env->dof_blur_far_distance=p_distance;
	env->dof_blur_far_transition=p_transition;
	env->dof_blur_far_amount=p_amount;
	env->dof_blur_far_quality=p_quality;


}

void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_amount,VS::EnvironmentDOFBlurQuality p_quality){

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->dof_blur_near_enabled=p_enable;
	env->dof_blur_near_distance=p_distance;
	env->dof_blur_near_transition=p_transition;
	env->dof_blur_near_amount=p_amount;
	env->dof_blur_near_quality=p_quality;


}
void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->glow_enabled=p_enable;
	env->glow_levels=p_level_flags;
	env->glow_intensity=p_intensity;
	env->glow_strength=p_strength;
	env->glow_bloom=p_bloom_treshold;
	env->glow_blend_mode=p_blend_mode;
	env->glow_hdr_bleed_treshold=p_hdr_bleed_treshold;
	env->glow_hdr_bleed_scale=p_hdr_bleed_scale;
	env->glow_bicubic_upscale=p_bicubic_upscale;

}
void RasterizerSceneGLES3::environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture){

}

void RasterizerSceneGLES3::environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness) {

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->ssr_enabled=p_enable;
	env->ssr_max_steps=p_max_steps;
	env->ssr_accel=p_accel;
	env->ssr_fade=p_fade;
	env->ssr_depth_tolerance=p_depth_tolerance;
	env->ssr_smooth=p_smooth;
	env->ssr_roughness=p_roughness;

}


void RasterizerSceneGLES3::environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect,const Color &p_color,bool p_blur) {

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->ssao_enabled=p_enable;
	env->ssao_radius=p_radius;
	env->ssao_intensity=p_intensity;
	env->ssao_radius2=p_radius2;
	env->ssao_intensity2=p_intensity2;
	env->ssao_bias=p_bias;
	env->ssao_light_affect=p_light_affect;
	env->ssao_color=p_color;
	env->ssao_filter=p_blur;

}

void RasterizerSceneGLES3::environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale) {

	Environment *env=environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);


	env->tone_mapper=p_tone_mapper;
	env->tone_mapper_exposure=p_exposure;
	env->tone_mapper_exposure_white=p_white;
	env->auto_exposure=p_auto_exposure;
	env->auto_exposure_speed=p_auto_exp_speed;
	env->auto_exposure_min=p_min_luminance;
	env->auto_exposure_max=p_max_luminance;
	env->auto_exposure_grey=p_auto_exp_scale;

}


void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) {


}


RID RasterizerSceneGLES3::light_instance_create(RID p_light) {


	LightInstance *light_instance = memnew( LightInstance );

	light_instance->last_pass=0;
	light_instance->last_scene_pass=0;
	light_instance->last_scene_shadow_pass=0;

	light_instance->light=p_light;
	light_instance->light_ptr=storage->light_owner.getornull(p_light);

	ERR_FAIL_COND_V(!light_instance->light_ptr,RID());

	light_instance->self=light_instance_owner.make_rid(light_instance);

	return light_instance->self;
}

void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance,const Transform& p_transform){

	LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
	ERR_FAIL_COND(!light_instance);

	light_instance->transform=p_transform;
}

void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance,const CameraMatrix& p_projection,const Transform& p_transform,float p_far,float p_split,int p_pass) {

	LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
	ERR_FAIL_COND(!light_instance);

	if (light_instance->light_ptr->type!=VS::LIGHT_DIRECTIONAL) {
		p_pass=0;
	}

	ERR_FAIL_INDEX(p_pass,4);

	light_instance->shadow_transform[p_pass].camera=p_projection;
	light_instance->shadow_transform[p_pass].transform=p_transform;
	light_instance->shadow_transform[p_pass].farplane=p_far;
	light_instance->shadow_transform[p_pass].split=p_split;

}


void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {

	LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
	ERR_FAIL_COND(!light_instance);

	light_instance->last_scene_pass=scene_pass;
}


//////////////////////

RID RasterizerSceneGLES3::gi_probe_instance_create() {

	GIProbeInstance *gipi = memnew(GIProbeInstance);

	return gi_probe_instance_owner.make_rid(gipi);
}

void RasterizerSceneGLES3::gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {

	GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe);
	ERR_FAIL_COND(!gipi);
	gipi->data=p_data;
	gipi->probe=storage->gi_probe_owner.getornull(p_base);
	if (p_data.is_valid()) {
		RasterizerStorageGLES3::GIProbeData *gipd = storage->gi_probe_data_owner.getornull(p_data);
		ERR_FAIL_COND(!gipd);
		if (gipd) {
			gipi->tex_cache=gipd->tex_id;
			gipi->cell_size_cache.x=1.0/gipd->width;
			gipi->cell_size_cache.y=1.0/gipd->height;
			gipi->cell_size_cache.z=1.0/gipd->depth;
		}
	}
}
void RasterizerSceneGLES3::gi_probe_instance_set_transform_to_data(RID p_probe,const Transform& p_xform) {

	GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe);
	ERR_FAIL_COND(!gipi);
	gipi->transform_to_data=p_xform;

}

void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe,const Vector3& p_bounds) {

	GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe);
	ERR_FAIL_COND(!gipi);
	gipi->bounds=p_bounds;

}

////////////////////////////
////////////////////////////
////////////////////////////

bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass) {

	if (p_material->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
		glDisable(GL_CULL_FACE);
	} else {
		glEnable(GL_CULL_FACE);
	}

	if (state.current_line_width!=p_material->line_width) {
		//glLineWidth(MAX(p_material->line_width,1.0));
		state.current_line_width=p_material->line_width;
	}

	if (state.current_depth_draw!=p_material->shader->spatial.depth_draw_mode) {
		switch(p_material->shader->spatial.depth_draw_mode) {
			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: {

				glDepthMask(!p_alpha_pass);
			} break;
			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
				glDepthMask(GL_TRUE);
			} break;
			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: {
				glDepthMask(GL_FALSE);
			} break;
		}

		state.current_depth_draw=p_material->shader->spatial.depth_draw_mode;
	}

	//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);

	/*
	if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
		glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
	else
		glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
	*/

	//if (p_material->line_width)
	//	glLineWidth(p_material->line_width);

#if 0
	//blend mode
	if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) {

		switch(p_material->shader->spatial.blend_mode) {

			 case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
				glBlendEquation(GL_FUNC_ADD);
				if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
					glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
				} else {
					glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				}

			 } break;
			 case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {

				glBlendEquation(GL_FUNC_ADD);
				glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);

			 } break;
			 case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {

				glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
				glBlendFunc(GL_SRC_ALPHA,GL_ONE);
			 } break;
			case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
				glBlendEquation(GL_FUNC_ADD);
				if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
					glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
				} else {
					glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				}

			} break;
		}

		state.current_blend_mode=p_material->shader->spatial.blend_mode;

	}
#endif
	//material parameters


	state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
	bool rebind = state.scene_shader.bind();


	if (p_material->ubo_id) {

		glBindBufferBase(GL_UNIFORM_BUFFER,1,p_material->ubo_id);
	}



	int tc = p_material->textures.size();
	RID* textures = p_material->textures.ptr();
	ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = p_material->shader->texture_hints.ptr();

	state.current_main_tex=0;

	for(int i=0;i<tc;i++) {

		glActiveTexture(GL_TEXTURE0+i);

		GLenum target;
		GLuint tex;

		RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );

		if (!t) {
			//check hints
			target=GL_TEXTURE_2D;

			switch(texture_hints[i]) {
				case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
				case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
					tex=storage->resources.black_tex;
				} break;
				case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
					tex=storage->resources.aniso_tex;
				} break;
				case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
					tex=storage->resources.normal_tex;
				} break;
				default: {
					tex=storage->resources.white_tex;
				} break;
			}


		} else {

			if (storage->config.srgb_decode_supported) {
				//if SRGB decode extension is present, simply switch the texture to whathever is needed
				bool must_srgb=false;

				if (t->srgb && (texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) {
					must_srgb=true;
				}

				if (t->using_srgb!=must_srgb) {
					if (must_srgb) {
						glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
#ifdef TOOLS_ENABLED
						if (!(t->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
							t->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
							//notify that texture must be set to linear beforehand, so it works in other platforms when exported
						}
#endif

					} else {
						glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
					}
					t->using_srgb=must_srgb;
				}
			}

			target=t->target;
			tex = t->tex_id;

		}

		glBindTexture(target,tex);

		if (i==0) {
			state.current_main_tex=tex;
		}
	}


	return rebind;

}


void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e) {

	switch(e->instance->base_type) {

		case VS::INSTANCE_MESH: {

			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);

			if (s->morph_targets.size() && e->instance->morph_values.size()) {
				//blend shapes, use transform feedback
				storage->mesh_render_blend_shapes(s,e->instance->morph_values.ptr());
				//rebind shader
				state.scene_shader.bind();
			} else {

				glBindVertexArray(s->array_id); // everything is so easy nowadays
			}

		} break;

		case VS::INSTANCE_MULTIMESH: {

			RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh*>(e->owner);
			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);
			glBindVertexArray(s->instancing_array_id); // use the instancing array ID
			glBindBuffer(GL_ARRAY_BUFFER,multi_mesh->buffer); //modify the buffer

			int stride = (multi_mesh->xform_floats+multi_mesh->color_floats)*4;
			glEnableVertexAttribArray(8);
			glVertexAttribPointer(8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0);
			glVertexAttribDivisor(8,1);
			glEnableVertexAttribArray(9);
			glVertexAttribPointer(9,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+4*4);
			glVertexAttribDivisor(9,1);

			int color_ofs;

			if (multi_mesh->transform_format==VS::MULTIMESH_TRANSFORM_3D) {
				glEnableVertexAttribArray(10);
				glVertexAttribPointer(10,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+8*4);
				glVertexAttribDivisor(10,1);
				color_ofs=12*4;
			} else {
				glDisableVertexAttribArray(10);
				glVertexAttrib4f(10,0,0,1,0);
				color_ofs=8*4;
			}

			switch(multi_mesh->color_format) {

				case VS::MULTIMESH_COLOR_NONE: {
					glDisableVertexAttribArray(11);
					glVertexAttrib4f(11,1,1,1,1);
				} break;
				case VS::MULTIMESH_COLOR_8BIT: {
					glEnableVertexAttribArray(11);
					glVertexAttribPointer(11,4,GL_UNSIGNED_BYTE,GL_TRUE,stride,((uint8_t*)NULL)+color_ofs);
					glVertexAttribDivisor(11,1);

				} break;
				case VS::MULTIMESH_COLOR_FLOAT: {
					glEnableVertexAttribArray(11);
					glVertexAttribPointer(11,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs);
					glVertexAttribDivisor(11,1);
				} break;
			}

		} break;
	}

}

static const GLenum gl_primitive[]={
	GL_POINTS,
	GL_LINES,
	GL_LINE_STRIP,
	GL_LINE_LOOP,
	GL_TRIANGLES,
	GL_TRIANGLE_STRIP,
	GL_TRIANGLE_FAN
};



void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {

	switch(e->instance->base_type) {

		case VS::INSTANCE_MESH: {

			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);

			if (s->index_array_len>0) {


				glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);

				storage->info.render_vertices_count+=s->index_array_len;

			} else {

				glDrawArrays(gl_primitive[s->primitive],0,s->array_len);

				storage->info.render_vertices_count+=s->array_len;

			}




		} break;
		case VS::INSTANCE_MULTIMESH: {

			RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh*>(e->owner);
			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);

			int amount = MAX(multi_mesh->size,multi_mesh->visible_instances);

			if (s->index_array_len>0) {

				glDrawElementsInstanced(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0,amount);

				storage->info.render_vertices_count+=s->index_array_len * amount;

			} else {

				glDrawArraysInstanced(gl_primitive[s->primitive],0,s->array_len,amount);

				storage->info.render_vertices_count+=s->array_len * amount;

			}

		} break;
		case VS::INSTANCE_IMMEDIATE: {

			bool restore_tex=false;
			const RasterizerStorageGLES3::Immediate *im = static_cast<const RasterizerStorageGLES3::Immediate*>( e->geometry );

			if (im->building) {
				return;
			}

			glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
			glBindVertexArray(state.immediate_array);


			for(const List< RasterizerStorageGLES3::Immediate::Chunk>::Element *E=im->chunks.front();E;E=E->next()) {

				const  RasterizerStorageGLES3::Immediate::Chunk &c=E->get();
				if (c.vertices.empty()) {
					continue;
				}

				int vertices = c.vertices.size();
				uint32_t buf_ofs=0;

				storage->info.render_vertices_count+=vertices;

				if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) {

					const RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture);
					glActiveTexture(GL_TEXTURE0);
					glBindTexture(t->target,t->tex_id);
					restore_tex=true;


				} else if (restore_tex) {

					glActiveTexture(GL_TEXTURE0);
					glBindTexture(GL_TEXTURE_2D,state.current_main_tex);
					restore_tex=false;
				}



				if (!c.normals.empty()) {

					glEnableVertexAttribArray(VS::ARRAY_NORMAL);
					glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*vertices,c.normals.ptr());
					glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3)*vertices,((uint8_t*)NULL)+buf_ofs);
					buf_ofs+=sizeof(Vector3)*vertices;

				} else {

					glDisableVertexAttribArray(VS::ARRAY_NORMAL);
				}

				if (!c.tangents.empty()) {

					glEnableVertexAttribArray(VS::ARRAY_TANGENT);
					glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Plane)*vertices,c.tangents.ptr());
					glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane)*vertices,((uint8_t*)NULL)+buf_ofs);
					buf_ofs+=sizeof(Plane)*vertices;

				} else {

					glDisableVertexAttribArray(VS::ARRAY_TANGENT);
				}

				if (!c.colors.empty()) {

					glEnableVertexAttribArray(VS::ARRAY_COLOR);
					glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Color)*vertices,c.colors.ptr());
					glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),((uint8_t*)NULL)+buf_ofs);
					buf_ofs+=sizeof(Color)*vertices;

				} else {

					glDisableVertexAttribArray(VS::ARRAY_COLOR);
					glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
				}


				if (!c.uvs.empty()) {

					glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
					glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector2)*vertices,c.uvs.ptr());
					glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),((uint8_t*)NULL)+buf_ofs);
					buf_ofs+=sizeof(Vector2)*vertices;

				} else {

					glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
				}

				if (!c.uvs2.empty()) {

					glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
					glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector2)*vertices,c.uvs2.ptr());
					glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),((uint8_t*)NULL)+buf_ofs);
					buf_ofs+=sizeof(Vector2)*vertices;

				} else {

					glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
				}


				glEnableVertexAttribArray(VS::ARRAY_VERTEX);
				glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*vertices,c.vertices.ptr());
				glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),((uint8_t*)NULL)+buf_ofs);
				glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size());


			}


			if (restore_tex) {

				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D,state.current_main_tex);
				restore_tex=false;
			}
		} break;

	}

}

void RasterizerSceneGLES3::_setup_light(RenderList::Element *e,const Transform& p_view_transform) {

	int omni_indices[16];
	int omni_count=0;
	int spot_indices[16];
	int spot_count=0;
	int reflection_indices[16];
	int reflection_count=0;

	int maxobj = MIN(16,state.max_forward_lights_per_object);

	int lc =  e->instance->light_instances.size();
	if (lc) {

		const RID* lights=e->instance->light_instances.ptr();

		for(int i=0;i<lc;i++) {
			LightInstance *li=light_instance_owner.getptr(lights[i]);
			if (li->last_pass!=render_pass) //not visible
				continue;

			if (li->light_ptr->type==VS::LIGHT_OMNI) {
				if (omni_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) {
					omni_indices[omni_count++]=li->light_index;
				}
			}

			if (li->light_ptr->type==VS::LIGHT_SPOT) {
				if (spot_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) {
					spot_indices[spot_count++]=li->light_index;
				}
			}
		}
	}

	state.scene_shader.set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT,omni_count);

	if (omni_count) {
		glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES),omni_count,omni_indices);
	}

	state.scene_shader.set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT,spot_count);
	if (spot_count) {
		glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES),spot_count,spot_indices);
	}


	int rc = e->instance->reflection_probe_instances.size();


	if (rc) {


		const RID* reflections=e->instance->reflection_probe_instances.ptr();

		for(int i=0;i<rc;i++) {
			ReflectionProbeInstance *rpi=reflection_probe_instance_owner.getptr(reflections[i]);
			if (rpi->last_pass!=render_pass) //not visible
				continue;

			if (reflection_count<maxobj) {
				reflection_indices[reflection_count++]=rpi->reflection_index;
			}
		}
	}

	state.scene_shader.set_uniform(SceneShaderGLES3::REFLECTION_COUNT,reflection_count);
	if (reflection_count) {
		glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::REFLECTION_INDICES),reflection_count,reflection_indices);
	}

	int gi_probe_count = e->instance->gi_probe_instances.size();
	if (gi_probe_count) {
		const RID * ridp = e->instance->gi_probe_instances.ptr();

		GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]);

		glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-6);
		glBindTexture(GL_TEXTURE_3D,gipi->tex_cache);
		state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform);
		state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds);
		state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER1, gipi->probe?gipi->probe->dynamic_range*gipi->probe->energy:0.0);
		state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT1, gipi->probe?!gipi->probe->interior:false);
		state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE1, gipi->cell_size_cache);
		if (gi_probe_count>1) {

			GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]);

			glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-7);
			glBindTexture(GL_TEXTURE_3D,gipi2->tex_cache);
			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform);
			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds);
			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE2, gipi2->cell_size_cache);
			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER2, gipi2->probe?gipi2->probe->dynamic_range*gipi2->probe->energy:0.0);
			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT2, gipi2->probe?!gipi2->probe->interior:false);
			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, true );
		} else {

			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, false );
		}
	}
}


void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection) {

	if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) {

		Transform xf=p_instance->transform;
		if (p_instance->depth_scale) {

			if (p_projection.matrix[3][3]) {
				//orthogonal matrix, try to do about the same
				//with viewport size
				//real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
				real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
				float sc = (h*2.0); //consistent with Y-fov
				xf.basis.scale( Vector3(sc,sc,sc));
			} else {
				//just scale by depth
				real_t sc = Plane(p_view_transform.origin,-p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin);
				xf.basis.scale( Vector3(sc,sc,sc));
			}
		}

		if (p_instance->billboard && storage->frame.current_rt) {

			Vector3 scale = xf.basis.get_scale();

			if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
				xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
			} else {
				xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
			}

			xf.basis.scale(scale);
		}

		if (p_instance->billboard_y && storage->frame.current_rt) {

			Vector3 scale = xf.basis.get_scale();
			Vector3 look_at =  p_view_transform.get_origin();
			look_at.y = 0.0;
			Vector3 look_at_norm = look_at.normalized();

			if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
				xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0));
			} else {
				xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
			}
			xf.basis.scale(scale);
		}
		state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, xf);

	} else {
		state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, p_instance->transform);
	}
}

void RasterizerSceneGLES3::_set_cull(bool p_front,bool p_reverse_cull) {

	bool front = p_front;
	if (p_reverse_cull)
		front=!front;

	if (front!=state.cull_front) {

		glCullFace(front?GL_FRONT:GL_BACK);
		state.cull_front=front;
	}
}



void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,GLuint p_base_env,bool p_reverse_cull,bool p_alpha_pass,bool p_shadow,bool p_directional_add,bool p_directional_shadows) {

	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
		//p_reverse_cull=!p_reverse_cull;
		glFrontFace(GL_CCW);
	} else {
		glFrontFace(GL_CW);
	}

	glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo


	if (!p_shadow && !p_directional_add) {
		glBindBufferBase(GL_UNIFORM_BUFFER,2,state.env_radiance_ubo); //bind environment radiance info
		glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1);
		glBindTexture(GL_TEXTURE_2D,state.brdf_texture);

		if (p_base_env) {
			glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
			glBindTexture(GL_TEXTURE_2D,p_base_env);
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,true);
		} else {
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false);

		}
	} else {

		state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false);
	}


	state.cull_front=false;
	glCullFace(GL_BACK);

	state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);

	state.current_blend_mode=-1;
	state.current_line_width=-1;
	state.current_depth_draw=-1;

	RasterizerStorageGLES3::Material* prev_material=NULL;
	RasterizerStorageGLES3::Geometry* prev_geometry=NULL;
	VS::InstanceType prev_base_type = VS::INSTANCE_MAX;

	int current_blend_mode=-1;

	int prev_shading=-1;
	RID prev_skeleton;

	state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); //by default unshaded (easier to set)

	bool first=true;

	storage->info.render_object_count+=p_element_count;

	for (int i=0;i<p_element_count;i++) {

		RenderList::Element *e = p_elements[i];
		RasterizerStorageGLES3::Material* material= e->material;
		RID skeleton = e->instance->skeleton;

		bool rebind=first;

		int shading = (e->sort_key>>RenderList::SORT_KEY_SHADING_SHIFT)&RenderList::SORT_KEY_SHADING_MASK;

		if (!p_shadow) {



			if (p_directional_add) {
				if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask&directional_light->light_ptr->cull_mask)) {
					continue;
				}

				shading&=~1; //ignore the ignore directional for base pass
			}

			if (shading!=prev_shading) {

				if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) {

					state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,false);



					//state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
				} else {

					state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,e->instance->gi_probe_instances.size()>0);

					state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,!p_directional_add);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,shadow_filter_mode==SHADOW_FILTER_PCF5);
					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,shadow_filter_mode==SHADOW_FILTER_PCF13);


					if (p_directional_add || (directional_light && (e->sort_key&RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG)==0)) {
						state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,true);

						if (p_directional_shadows && directional_light->light_ptr->shadow) {
							state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,true);

							switch(directional_light->light_ptr->directional_shadow_mode) {
								case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none
								case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
									state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,true);
									state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits);
								break;
								case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
									state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,true);
									state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits);
								break;
							}
						}

					}

				}



				rebind=true;
			}


			if (p_alpha_pass || p_directional_add) {
				int desired_blend_mode;
				if (p_directional_add) {
					desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD;
				} else {
					desired_blend_mode=material->shader->spatial.blend_mode;
				}

				if (desired_blend_mode!=current_blend_mode) {


					switch(desired_blend_mode) {

						 case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
							glBlendEquation(GL_FUNC_ADD);
							if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
								glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
							}
							else {
								glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
							}

						 } break;
						 case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {

							glBlendEquation(GL_FUNC_ADD);
							glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);

						 } break;
						 case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {

							glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
							glBlendFunc(GL_SRC_ALPHA,GL_ONE);
						 } break;
						case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
							glBlendEquation(GL_FUNC_ADD);
							if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
								glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
							}
							else {
								glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
							}

						} break;

					}

					current_blend_mode=desired_blend_mode;
				}

			}


		}

		if (prev_skeleton!=skeleton) {
			if (prev_skeleton.is_valid() != skeleton.is_valid()) {
				state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,skeleton.is_valid());
				rebind=true;
			}
			if (skeleton.is_valid()) {
				RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton);
				if (sk->size) {
					glBindBufferBase(GL_UNIFORM_BUFFER,7,sk->ubo);
				}
			}
		}

		if ((prev_base_type==VS::INSTANCE_MULTIMESH) != (e->instance->base_type==VS::INSTANCE_MULTIMESH)) {
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING,e->instance->base_type==VS::INSTANCE_MULTIMESH);
			rebind=true;
		}

		if (material!=prev_material || rebind) {

			storage->info.render_material_switch_count++;

			rebind = _setup_material(material,p_alpha_pass);

			if (rebind) {
				storage->info.render_shader_rebind_count++;
			}
		}

		if (!(e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
			_setup_light(e,p_view_transform);

		}


		if (prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) {

			_setup_geometry(e);
			storage->info.render_surface_switch_count++;

		}

		_set_cull(e->sort_key&RenderList::SORT_KEY_MIRROR_FLAG,p_reverse_cull);

		state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0);

		_setup_transform(e->instance,p_view_transform,p_projection);

		_render_geometry(e);

		prev_material=material;
		prev_base_type=e->instance->base_type;
		prev_geometry=e->geometry;
		prev_shading=shading;
		prev_skeleton=skeleton;
		first=false;

	}



	glFrontFace(GL_CW);
	glBindVertexArray(0);

	state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,false);

}


void RasterizerSceneGLES3::_add_geometry(  RasterizerStorageGLES3::Geometry* p_geometry,  InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow) {

	RasterizerStorageGLES3::Material *m=NULL;
	RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material);


/*
#ifdef DEBUG_ENABLED
	if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
		m_src=overdraw_material;
	}

#endif
*/

	if (m_src.is_valid()) {
		m=storage->material_owner.getornull( m_src );

		if (!m->shader) {
			m=NULL;
		}
	}

	if (!m) {
		m=storage->material_owner.getptr( default_material );
	}

	ERR_FAIL_COND(!m);



	bool has_base_alpha=(m->shader->spatial.uses_alpha);
	bool has_blend_alpha=m->shader->spatial.blend_mode!=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop;
	bool has_alpha = has_base_alpha || has_blend_alpha;
	bool shadow = false;

	bool mirror = p_instance->mirror;

	if (m->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
		mirror=!mirror;
	}

	if (m->shader->spatial.uses_sss) {
		state.used_sss=true;
	}

	if (p_shadow) {

		if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
			return; //bye

		if (!m->shader->spatial.uses_vertex && !m->shader->spatial.uses_discard && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
			//shader does not use discard and does not write a vertex position, use generic material
			if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
				m = storage->material_owner.getptr(default_material_twosided);
			else
				m = storage->material_owner.getptr(default_material);
		}

		has_alpha=false;

	}



	RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();

	if (!e)
		return;

	e->geometry=p_geometry;
	e->material=m;
	e->instance=p_instance;
	e->owner=p_owner;
	e->sort_key=0;

	if (e->geometry->last_pass!=render_pass) {
		e->geometry->last_pass=render_pass;
		e->geometry->index=current_geometry_index++;
	}

	if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask&e->instance->layer_mask)==0) {
		e->sort_key|=RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG;
	}

	e->sort_key|=uint64_t(e->geometry->index)<<RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
	e->sort_key|=uint64_t(e->instance->base_type)<<RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT;

	if (!p_shadow) {


		if (e->material->last_pass!=render_pass) {
			e->material->last_pass=render_pass;
			e->material->index=current_material_index++;
		}

		e->sort_key|=uint64_t(e->material->index)<<RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
		e->sort_key|=uint64_t(e->instance->depth_layer)<<RenderList::SORT_KEY_DEPTH_LAYER_SHIFT;

		if (!has_blend_alpha && has_alpha && m->shader->spatial.depth_draw_mode==RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {

			//if nothing exists, add this element as opaque too
			RenderList::Element *oe = render_list.add_element();

			if (!oe)
				return;

			copymem(oe,e,sizeof(RenderList::Element));
		}

		if (e->instance->gi_probe_instances.size()) {
			e->sort_key|=RenderList::SORT_KEY_GI_PROBES_FLAG;
		}
	}

	//if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE)
	//	e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;


	if (mirror) {
		e->sort_key|=RenderList::SORT_KEY_MIRROR_FLAG;
	}

	//e->light_type=0xFF; // no lights!

	if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) {

		e->sort_key|=RenderList::SORT_KEY_UNSHADED_FLAG;
	}
}

void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox,const CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) {

	if (!p_skybox)
		return;

	RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_skybox->cubemap);

	ERR_FAIL_COND(!tex);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(tex->target,tex->tex_id);


	if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) {

		glTexParameteri(tex->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
		tex->using_srgb=true;
#ifdef TOOLS_ENABLED
		if (!(tex->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
			tex->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
			//notify that texture must be set to linear beforehand, so it works in other platforms when exported
		}
#endif
	}

	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);
	glDepthFunc(GL_LEQUAL);
	glColorMask(1,1,1,1);

	float flip_sign = p_vflip?-1:1;

	Vector3 vertices[8]={
		Vector3(-1,-1*flip_sign,1),
		Vector3( 0, 1, 0),
		Vector3( 1,-1*flip_sign,1),
		Vector3( 1, 1, 0),
		Vector3( 1, 1*flip_sign,1),
		Vector3( 1, 0, 0),
		Vector3(-1, 1*flip_sign,1),
		Vector3( 0, 0, 0)

	};



	//skybox uv vectors
	float vw,vh,zn;
	p_projection.get_viewport_size(vw,vh);
	zn=p_projection.get_z_near();

	float scale=p_scale;

	for(int i=0;i<4;i++) {

		Vector3 uv=vertices[i*2+1];
		uv.x=(uv.x*2.0-1.0)*vw*scale;
		uv.y=-(uv.y*2.0-1.0)*vh*scale;
		uv.z=-zn;
		vertices[i*2+1] = p_transform.basis.xform(uv).normalized();
		vertices[i*2+1].z = -vertices[i*2+1].z;
	}

	glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts);
	glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*8,vertices);
	glBindBuffer(GL_ARRAY_BUFFER,0); //unbind

	glBindVertexArray(state.skybox_array);

	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,true);
	storage->shaders.copy.bind();

	glDrawArrays(GL_TRIANGLE_FAN,0,4);

	glBindVertexArray(0);
	glColorMask(1,1,1,1);

	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,false);

}


void RasterizerSceneGLES3::_setup_environment(Environment *env,const CameraMatrix& p_cam_projection,const Transform& p_cam_transform) {


	//store camera into ubo
	store_camera(p_cam_projection,state.ubo_data.projection_matrix);
	store_transform(p_cam_transform,state.ubo_data.camera_matrix);
	store_transform(p_cam_transform.affine_inverse(),state.ubo_data.camera_inverse_matrix);

	//time global variables
	for(int i=0;i<4;i++) {
		state.ubo_data.time[i]=storage->frame.time[i];
	}

	//bg and ambient
	if (env) {
		state.ubo_data.bg_energy=env->bg_energy;
		state.ubo_data.ambient_energy=env->ambient_energy;
		Color linear_ambient_color = env->ambient_color.to_linear();
		state.ubo_data.ambient_light_color[0]=linear_ambient_color.r;
		state.ubo_data.ambient_light_color[1]=linear_ambient_color.g;
		state.ubo_data.ambient_light_color[2]=linear_ambient_color.b;
		state.ubo_data.ambient_light_color[3]=linear_ambient_color.a;

		Color bg_color;

		switch(env->bg_mode) {
			case VS::ENV_BG_CLEAR_COLOR: {
				bg_color=storage->frame.clear_request_color.to_linear();
			} break;
			case VS::ENV_BG_COLOR: {
				bg_color=env->bg_color.to_linear();
			} break;
			default: {
				bg_color=Color(0,0,0,1);
			} break;
		}

		state.ubo_data.bg_color[0]=bg_color.r;
		state.ubo_data.bg_color[1]=bg_color.g;
		state.ubo_data.bg_color[2]=bg_color.b;
		state.ubo_data.bg_color[3]=bg_color.a;

		state.env_radiance_data.ambient_contribution=env->ambient_skybox_contribution;
		state.ubo_data.ambient_occlusion_affect_light=env->ssao_light_affect;
	} else {
		state.ubo_data.bg_energy=1.0;
		state.ubo_data.ambient_energy=1.0;
		//use from clear color instead, since there is no ambient
		Color linear_ambient_color = storage->frame.clear_request_color.to_linear();
		state.ubo_data.ambient_light_color[0]=linear_ambient_color.r;
		state.ubo_data.ambient_light_color[1]=linear_ambient_color.g;
		state.ubo_data.ambient_light_color[2]=linear_ambient_color.b;
		state.ubo_data.ambient_light_color[3]=linear_ambient_color.a;

		state.ubo_data.bg_color[0]=linear_ambient_color.r;
		state.ubo_data.bg_color[1]=linear_ambient_color.g;
		state.ubo_data.bg_color[2]=linear_ambient_color.b;
		state.ubo_data.bg_color[3]=linear_ambient_color.a;

		state.env_radiance_data.ambient_contribution=0;
		state.ubo_data.ambient_occlusion_affect_light=0;

	}

	{
		//directional shadow

		state.ubo_data.shadow_directional_pixel_size[0]=1.0/directional_shadow.size;
		state.ubo_data.shadow_directional_pixel_size[1]=1.0/directional_shadow.size;

		glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-4);
		glBindTexture(GL_TEXTURE_2D,directional_shadow.depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
	}



	glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
	glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::SceneDataUBO), &state.ubo_data);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	//fill up environment

	store_transform(p_cam_transform,state.env_radiance_data.transform);


	glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
	glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

}

void RasterizerSceneGLES3::_setup_directional_light(int p_index,const Transform& p_camera_inverse_transform,bool p_use_shadows) {

	LightInstance *li = directional_lights[p_index];

	LightDataUBO ubo_data; //used for filling

	float sign = li->light_ptr->negative?-1:1;

	Color linear_col = li->light_ptr->color.to_linear();
	ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
	ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
	ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
	ubo_data.light_color_energy[3]=0;

	//omni, keep at 0
	ubo_data.light_pos_inv_radius[0]=0.0;
	ubo_data.light_pos_inv_radius[1]=0.0;
	ubo_data.light_pos_inv_radius[2]=0.0;
	ubo_data.light_pos_inv_radius[3]=0.0;

	Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized();
	ubo_data.light_direction_attenuation[0]=direction.x;
	ubo_data.light_direction_attenuation[1]=direction.y;
	ubo_data.light_direction_attenuation[2]=direction.z;
	ubo_data.light_direction_attenuation[3]=1.0;

	ubo_data.light_params[0]=0;
	ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
	ubo_data.light_params[2]=0;
	ubo_data.light_params[3]=0;

	Color shadow_color = li->light_ptr->shadow_color.to_linear();
	ubo_data.light_shadow_color[0]=shadow_color.r;
	ubo_data.light_shadow_color[1]=shadow_color.g;
	ubo_data.light_shadow_color[2]=shadow_color.b;
	ubo_data.light_shadow_color[3]=1.0;


	if (p_use_shadows && li->light_ptr->shadow) {

		int shadow_count=0;

		switch(li->light_ptr->directional_shadow_mode) {
			case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
				shadow_count=1;
			} break;
			case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
				shadow_count=2;
			} break;
			case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
				shadow_count=4;
			} break;

		}

		for(int j=0;j<shadow_count;j++) {


			uint32_t x=li->directional_rect.pos.x;
			uint32_t y=li->directional_rect.pos.y;
			uint32_t width=li->directional_rect.size.x;
			uint32_t height=li->directional_rect.size.y;



			if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {


				width/=2;
				height/=2;

				if (j==0) {

				} else if (j==1) {
					x+=width;
				} else if (j==2) {
					y+=height;
				} else if (j==3) {
					x+=width;
					y+=height;

				}



			} else if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {

				height/=2;

				if (j==0) {

				} else {
					y+=height;
				}

			}

			ubo_data.shadow_split_offsets[j]=1.0/li->shadow_transform[j].split;

			Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse();

			CameraMatrix bias;
			bias.set_light_bias();
			CameraMatrix rectm;
			Rect2 atlas_rect = Rect2(float(x)/directional_shadow.size,float(y)/directional_shadow.size,float(width)/directional_shadow.size,float(height)/directional_shadow.size);
			rectm.set_light_atlas_rect(atlas_rect);


			CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview;

			store_camera(shadow_mtx,&ubo_data.shadow_matrix1[16*j]);

			ubo_data.light_clamp[0]=atlas_rect.pos.x;
			ubo_data.light_clamp[1]=atlas_rect.pos.y;
			ubo_data.light_clamp[2]=atlas_rect.size.x;
			ubo_data.light_clamp[3]=atlas_rect.size.y;

		}

	}

	glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
	glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	directional_light=li;

	glBindBufferBase(GL_UNIFORM_BUFFER,3,state.directional_ubo);

}

void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection,RID p_shadow_atlas) {


	state.omni_light_count=0;
	state.spot_light_count=0;
	state.directional_light_count=0;

	directional_light=NULL;

	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);


	for(int i=0;i<p_light_cull_count;i++)	 {

		ERR_BREAK( i>=RenderList::MAX_LIGHTS );

		LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);

		LightDataUBO ubo_data; //used for filling

		switch(li->light_ptr->type) {

			case VS::LIGHT_DIRECTIONAL: {

				if (state.directional_light_count<RenderList::MAX_DIRECTIONAL_LIGHTS) {
					directional_lights[state.directional_light_count++]=li;
				}


			} break;
			case VS::LIGHT_OMNI: {

				float sign = li->light_ptr->negative?-1:1;

				Color linear_col = li->light_ptr->color.to_linear();
				ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
				ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
				ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
				ubo_data.light_color_energy[3]=0;


				Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);

				//directional, keep at 0
				ubo_data.light_pos_inv_radius[0]=pos.x;
				ubo_data.light_pos_inv_radius[1]=pos.y;
				ubo_data.light_pos_inv_radius[2]=pos.z;
				ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);

				ubo_data.light_direction_attenuation[0]=0;
				ubo_data.light_direction_attenuation[1]=0;
				ubo_data.light_direction_attenuation[2]=0;
				ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];

				ubo_data.light_params[0]=0;
				ubo_data.light_params[1]=0;
				ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
				ubo_data.light_params[3]=0;

				Color shadow_color = li->light_ptr->shadow_color.to_linear();
				ubo_data.light_shadow_color[0]=shadow_color.r;
				ubo_data.light_shadow_color[1]=shadow_color.g;
				ubo_data.light_shadow_color[2]=shadow_color.b;
				ubo_data.light_shadow_color[3]=1.0;

				if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
					// fill in the shadow information

					uint32_t key = shadow_atlas->shadow_owners[li->self];

					uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3;
					uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;

					ERR_CONTINUE(shadow>=shadow_atlas->quadrants[quadrant].shadows.size());

					uint32_t atlas_size = shadow_atlas->size;
					uint32_t quadrant_size = atlas_size>>1;

					uint32_t x=(quadrant&1)*quadrant_size;
					uint32_t y=(quadrant>>1)*quadrant_size;

					uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
					x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
					y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;

					uint32_t width=shadow_size;
					uint32_t height=shadow_size;


					if (li->light_ptr->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {

						height/=2;
					} else {
						width/=2;

					}

					Transform proj = (p_camera_inverse_transform * li->transform).inverse();

					store_transform(proj,ubo_data.shadow_matrix1);

					ubo_data.light_params[3]=1.0; //means it has shadow
					ubo_data.light_clamp[0]=float(x)/atlas_size;
					ubo_data.light_clamp[1]=float(y)/atlas_size;
					ubo_data.light_clamp[2]=float(width)/atlas_size;
					ubo_data.light_clamp[3]=float(height)/atlas_size;

				}


				li->light_index=state.omni_light_count;
				copymem(&state.omni_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size);
				state.omni_light_count++;



#if 0
				if (li->light_ptr->shadow_enabled) {
					li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse();
					lights_use_shadow=true;
				}
#endif
			} break;
			case VS::LIGHT_SPOT: {

				float sign = li->light_ptr->negative?-1:1;

				Color linear_col = li->light_ptr->color.to_linear();
				ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
				ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
				ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
				ubo_data.light_color_energy[3]=0;

				Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);

				//directional, keep at 0
				ubo_data.light_pos_inv_radius[0]=pos.x;
				ubo_data.light_pos_inv_radius[1]=pos.y;
				ubo_data.light_pos_inv_radius[2]=pos.z;
				ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);

				Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized();
				ubo_data.light_direction_attenuation[0]=direction.x;
				ubo_data.light_direction_attenuation[1]=direction.y;
				ubo_data.light_direction_attenuation[2]=direction.z;
				ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];

				ubo_data.light_params[0]=li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
				ubo_data.light_params[1]=Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE]));
				ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
				ubo_data.light_params[3]=0;

				Color shadow_color = li->light_ptr->shadow_color.to_linear();
				ubo_data.light_shadow_color[0]=shadow_color.r;
				ubo_data.light_shadow_color[1]=shadow_color.g;
				ubo_data.light_shadow_color[2]=shadow_color.b;
				ubo_data.light_shadow_color[3]=1.0;

				if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
					// fill in the shadow information

					uint32_t key = shadow_atlas->shadow_owners[li->self];

					uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3;
					uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;

					ERR_CONTINUE(shadow>=shadow_atlas->quadrants[quadrant].shadows.size());

					uint32_t atlas_size = shadow_atlas->size;
					uint32_t quadrant_size = atlas_size>>1;

					uint32_t x=(quadrant&1)*quadrant_size;
					uint32_t y=(quadrant>>1)*quadrant_size;

					uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
					x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
					y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;

					uint32_t width=shadow_size;
					uint32_t height=shadow_size;

					Rect2 rect(float(x)/atlas_size,float(y)/atlas_size,float(width)/atlas_size,float(height)/atlas_size);

					ubo_data.light_params[3]=1.0; //means it has shadow
					ubo_data.light_clamp[0]=rect.pos.x;
					ubo_data.light_clamp[1]=rect.pos.y;
					ubo_data.light_clamp[2]=rect.size.x;
					ubo_data.light_clamp[3]=rect.size.y;

					Transform modelview = (p_camera_inverse_transform * li->transform).inverse();

					CameraMatrix bias;
					bias.set_light_bias();
					CameraMatrix rectm;
					rectm.set_light_atlas_rect(rect);

					CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview;

					store_camera(shadow_mtx,ubo_data.shadow_matrix1);


				}

				li->light_index=state.spot_light_count;
				copymem(&state.spot_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size);
				state.spot_light_count++;

#if 0
				if (li->light_ptr->shadow_enabled) {
					CameraMatrix bias;
					bias.set_light_bias();
					Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
					li->shadow_projection[0] = bias * li->projection * modelview;
					lights_use_shadow=true;
				}
#endif
			} break;

		}


		li->last_pass=render_pass;

		//update UBO for forward rendering, blit to texture for clustered

	}



	if (state.omni_light_count) {

		glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo);
		glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count*state.ubo_light_size, state.omni_array_tmp);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		glBindBufferBase(GL_UNIFORM_BUFFER,4,state.omni_array_ubo);
	}

	if (state.spot_light_count) {

		glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo);
		glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count*state.ubo_light_size, state.spot_array_tmp);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		glBindBufferBase(GL_UNIFORM_BUFFER,5,state.spot_array_ubo);
	}



}

void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_result,int p_reflection_probe_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection,RID p_reflection_atlas,Environment *p_env) {

	state.reflection_probe_count=0;

	for(int i=0;i<p_reflection_probe_cull_count;i++) {

		ReflectionProbeInstance *rpi=reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]);
		ERR_CONTINUE(!rpi);

		ReflectionAtlas *reflection_atlas=reflection_atlas_owner.getornull(p_reflection_atlas);
		ERR_CONTINUE(!reflection_atlas);

		ERR_CONTINUE(rpi->reflection_atlas_index<0);


		if (state.reflection_probe_count>=state.max_ubo_reflections)
			break;

		rpi->last_pass=render_pass;


		ReflectionProbeDataUBO reflection_ubo;

		reflection_ubo.box_extents[0]=rpi->probe_ptr->extents.x;
		reflection_ubo.box_extents[1]=rpi->probe_ptr->extents.y;
		reflection_ubo.box_extents[2]=rpi->probe_ptr->extents.z;
		reflection_ubo.box_extents[3]=0;



		reflection_ubo.box_ofs[0]=rpi->probe_ptr->origin_offset.x;
		reflection_ubo.box_ofs[1]=rpi->probe_ptr->origin_offset.y;
		reflection_ubo.box_ofs[2]=rpi->probe_ptr->origin_offset.z;
		reflection_ubo.box_ofs[3]=0;

		reflection_ubo.params[0]=rpi->probe_ptr->intensity;
		reflection_ubo.params[1]=0;
		reflection_ubo.params[2]=rpi->probe_ptr->interior?1.0:0.0;
		reflection_ubo.params[3]=rpi->probe_ptr->box_projection?1.0:0.0;

		if (rpi->probe_ptr->interior) {
			Color ambient_linear = rpi->probe_ptr->interior_ambient.to_linear();
			reflection_ubo.ambient[0]=ambient_linear.r*rpi->probe_ptr->interior_ambient_energy;
			reflection_ubo.ambient[1]=ambient_linear.g*rpi->probe_ptr->interior_ambient_energy;
			reflection_ubo.ambient[2]=ambient_linear.b*rpi->probe_ptr->interior_ambient_energy;
			reflection_ubo.ambient[3]=rpi->probe_ptr->interior_ambient_probe_contrib;
		} else {
			Color ambient_linear;
			float contrib=0;
			if (p_env) {
				ambient_linear=p_env->ambient_color.to_linear();
				ambient_linear.r*=p_env->ambient_energy;
				ambient_linear.g*=p_env->ambient_energy;
				ambient_linear.b*=p_env->ambient_energy;
				contrib=p_env->ambient_skybox_contribution;
			}

			reflection_ubo.ambient[0]=ambient_linear.r;
			reflection_ubo.ambient[1]=ambient_linear.g;
			reflection_ubo.ambient[2]=ambient_linear.b;
			reflection_ubo.ambient[3]=0;
		}

		int cell_size = reflection_atlas->size / reflection_atlas->subdiv;
		int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size;
		int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size;
		int width=cell_size;
		int height=cell_size;

		reflection_ubo.atlas_clamp[0]=float(x)/reflection_atlas->size;
		reflection_ubo.atlas_clamp[1]=float(y)/reflection_atlas->size;
		reflection_ubo.atlas_clamp[2]=float(width)/reflection_atlas->size;
		reflection_ubo.atlas_clamp[3]=float(height/2)/reflection_atlas->size;

		Transform proj = (p_camera_inverse_transform * rpi->transform).inverse();
		store_transform(proj,reflection_ubo.local_matrix);

		rpi->reflection_index=state.reflection_probe_count;
		copymem(&state.reflection_array_tmp[rpi->reflection_index*sizeof(ReflectionProbeDataUBO)],&reflection_ubo,sizeof(ReflectionProbeDataUBO));
		state.reflection_probe_count++;

	}


	if (state.reflection_probe_count) {


		glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo);
		glBufferSubData(GL_UNIFORM_BUFFER, 0, state.reflection_probe_count*sizeof(ReflectionProbeDataUBO), state.reflection_array_tmp);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		glBindBufferBase(GL_UNIFORM_BUFFER,6,state.reflection_array_ubo);
	}

}


void RasterizerSceneGLES3::_copy_screen() {

	glBindVertexArray( storage->resources.quadie_array);
	glDrawArrays(GL_TRIANGLE_FAN,0,4);
	glBindVertexArray(0);

}

void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) {

	//copy to front buffer
	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);

	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);
	glDepthFunc(GL_LEQUAL);
	glColorMask(1,1,1,1);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);

	storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);

	if (!env) {
		//no environment, simply convert from linear to srgb
		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
	} else {
		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);

	}

	storage->shaders.copy.bind();

	_copy_screen();


	//turn off everything used
	storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
	storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false);


}

void RasterizerSceneGLES3::_copy_texture_to_front_buffer(GLuint p_texture) {

	//copy to front buffer
	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);

	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);
	glDepthFunc(GL_LEQUAL);
	glColorMask(1,1,1,1);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D,p_texture);

	glViewport(0,0,storage->frame.current_rt->width*0.5,storage->frame.current_rt->height*0.5);

	storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
	storage->shaders.copy.bind();

	_copy_screen();

	//turn off everything used
	storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
	storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false);


}

void RasterizerSceneGLES3::_fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow){

	current_geometry_index=0;
	current_material_index=0;
	state.used_sss=false;

	//fill list

	for(int i=0;i<p_cull_count;i++) {

		InstanceBase *inst = p_cull_result[i];
		switch(inst->base_type) {

			case VS::INSTANCE_MESH: {

				RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(inst->base);
				ERR_CONTINUE(!mesh);

				int ssize = mesh->surfaces.size();

				for (int i=0;i<ssize;i++) {

					int mat_idx = inst->materials[i].is_valid() ? i : -1;
					RasterizerStorageGLES3::Surface *s = mesh->surfaces[i];
					_add_geometry(s,inst,NULL,mat_idx,p_shadow);
				}

				//mesh->last_pass=frame;

			} break;
			case VS::INSTANCE_MULTIMESH: {

				RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getptr(inst->base);
				ERR_CONTINUE(!multi_mesh);

				if (multi_mesh->size==0 || multi_mesh->visible_instances==0)
					continue;

				RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(multi_mesh->mesh);
				if (!mesh)
					continue; //mesh not assigned

				int ssize = mesh->surfaces.size();

				for (int i=0;i<ssize;i++) {

					RasterizerStorageGLES3::Surface *s = mesh->surfaces[i];
					_add_geometry(s,inst,multi_mesh,-1,p_shadow);
				}

			} break;
			case VS::INSTANCE_IMMEDIATE: {

			} break;

		}
	}
}


void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_cam_projection) {


	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);


	if (env->ssao_enabled) {
		//copy diffuse to front buffer
		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glReadBuffer(GL_COLOR_ATTACHMENT0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);

		glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);


		//copy from depth, convert to linear
		GLint ss[2];
		ss[0]=storage->frame.current_rt->width;
		ss[1]=storage->frame.current_rt->height;

		for(int i=0;i<storage->frame.current_rt->effects.ssao.depth_mipmap_fbos.size();i++) {

			state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::MINIFY_START,i==0);
			state.ssao_minify_shader.bind();
			state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
			state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
			state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::SOURCE_MIPMAP,MAX(0,i-1));
			glUniform2iv(state.ssao_minify_shader.get_uniform(SsaoMinifyShaderGLES3::FROM_SIZE),1,ss);
			ss[0]>>=1;
			ss[1]>>=1;

			glActiveTexture(GL_TEXTURE0);
			if (i==0) {
				glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
			} else {
				glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.linear_depth);
			}

			glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.depth_mipmap_fbos[i]); //copy to front first
			glViewport(0,0,ss[0],ss[1]);

			_copy_screen();

		}
		ss[0]=storage->frame.current_rt->width;
		ss[1]=storage->frame.current_rt->height;

		glViewport(0,0,ss[0],ss[1]);


		glEnable(GL_DEPTH_TEST);
		glDepthFunc(GL_GREATER);
		// do SSAO!
		state.ssao_shader.set_conditional(SsaoShaderGLES3::ENABLE_RADIUS2,env->ssao_radius2>0.001);
		state.ssao_shader.bind();
		state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
		state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
		glUniform2iv(state.ssao_shader.get_uniform(SsaoShaderGLES3::SCREEN_SIZE),1,ss);
		float radius = env->ssao_radius;
		state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS,radius);
		float intensity = env->ssao_intensity;
		state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R6,intensity / pow(radius, 6.0f));

		if (env->ssao_radius2>0.001) {

			float radius2 = env->ssao_radius2;
			state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS2,radius2);
			float intensity2 = env->ssao_intensity2;
			state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R62,intensity2 / pow(radius2, 6.0f));

		}

		float proj_info[4]={
			-2.0f / (ss[0]*p_cam_projection.matrix[0][0]),
			-2.0f / (ss[1]*p_cam_projection.matrix[1][1]),
			( 1.0f - p_cam_projection.matrix[0][2]) / p_cam_projection.matrix[0][0],
			( 1.0f + p_cam_projection.matrix[1][2]) / p_cam_projection.matrix[1][1]
		};

		glUniform4fv(state.ssao_shader.get_uniform(SsaoShaderGLES3::PROJ_INFO),1,proj_info);
		float pixels_per_meter = float(p_cam_projection.get_pixels_per_meter(ss[0]));

		state.ssao_shader.set_uniform(SsaoShaderGLES3::PROJ_SCALE,pixels_per_meter);
		state.ssao_shader.set_uniform(SsaoShaderGLES3::BIAS,env->ssao_bias);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.linear_depth);
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect);

		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.blur_fbo[0]); //copy to front first
		Color white(1,1,1,1);
		glClearBufferfv(GL_COLOR,0,white.components); // specular

		_copy_screen();

		//do the batm, i mean blur

		state.ssao_blur_shader.bind();

		if (env->ssao_filter) {
			for(int i=0;i<2;i++) {

				state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
				state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
				GLint axis[2]={i,1-i};
				glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS),1,axis);
				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.blur_red[i]);
				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
				glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.blur_fbo[1-i]);
				if (i==0) {
					glClearBufferfv(GL_COLOR,0,white.components); // specular
				}
				_copy_screen();

			}
		}

		glDisable(GL_DEPTH_TEST);
		glDepthFunc(GL_LEQUAL);

		// just copy diffuse while applying SSAO

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE,true);
		state.effect_blur_shader.bind();
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR,env->ssao_color);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger
		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
		_copy_screen();
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE,false);

	} else {

		//copy diffuse to effect buffer
		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glReadBuffer(GL_COLOR_ATTACHMENT0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);

		glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	}


	if (state.used_sss) {//sss enabled
		//copy diffuse while performing sss

		//copy normal and roughness to effect buffer
		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glReadBuffer(GL_COLOR_ATTACHMENT3);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo);
		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT , GL_NEAREST);

		state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_LOW);
		state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_MEDIUM);
		state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_HIGH);
		state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_FOLLOW_SURFACE,subsurface_scatter_follow_surface);
		state.sss_shader.bind();
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::MAX_RADIUS,subsurface_scatter_size);
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::FOVY,p_cam_projection.get_fov());
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR,Vector2(1,0));

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);

		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect);
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);

		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first

		_copy_screen();

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color);
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR,Vector2(0,1));
		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
		_copy_screen();

	}



	if (env->ssr_enabled) {

		//copy normal and roughness to effect buffer
		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glReadBuffer(GL_COLOR_ATTACHMENT2);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo);
		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT , GL_NEAREST);


		//blur diffuse into effect mipmaps using separatable convolution
		//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
		for(int i=0;i<storage->frame.current_rt->effects.mip_maps[1].sizes.size();i++) {


			int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
			int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
			glViewport(0,0,vp_w,vp_h);
			//horizontal pass
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL,true);
			state.effect_blur_shader.bind();
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i));
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
			glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
			_copy_screen();
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL,false);

			//vertical pass
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL,true);
			state.effect_blur_shader.bind();
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i));
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color);
			glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[i+1].fbo); //next level, since mipmaps[0] starts one level bigger
			_copy_screen();
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL,false);
		}


		//perform SSR

		state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL,env->ssr_accel>0 && env->ssr_smooth);
		state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS,env->ssr_accel>0 && env->ssr_roughness);

		state.ssr_shader.bind();

		int ssr_w = storage->frame.current_rt->effects.mip_maps[1].sizes[0].width;
		int ssr_h = storage->frame.current_rt->effects.mip_maps[1].sizes[0].height;


		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PIXEL_SIZE,Vector2(1.0/(ssr_w*0.5),1.0/(ssr_h*0.5)));
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PROJECTION,p_cam_projection);
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::INVERSE_PROJECTION,p_cam_projection.inverse());
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::VIEWPORT_SIZE,Size2(ssr_w,ssr_h));
		//state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass));
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS,float(storage->frame.current_rt->effects.mip_maps[0].sizes.size()));
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS,env->ssr_max_steps);
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::ACCELERATION,env->ssr_accel);
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE,env->ssr_depth_tolerance);
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE,env->ssr_fade);


		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect);
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);

		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo);
		glViewport(0,0,ssr_w,ssr_h);

		_copy_screen();
		glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);

	}



	glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
	glReadBuffer(GL_COLOR_ATTACHMENT1);
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
	//glDrawBuffer(GL_COLOR_ATTACHMENT0);
	glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
	glReadBuffer(GL_COLOR_ATTACHMENT0);

	glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	//copy reflection over diffuse, resolving SSR if needed
	state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR,env->ssr_enabled);
	state.resolve_shader.bind();
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color);
	if (env->ssr_enabled) {
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color);
	}


	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
	glEnable(GL_BLEND);
	glBlendEquation(GL_FUNC_ADD);
	glBlendFunc(GL_ONE,GL_ONE); //use additive to accumulate one over the other

	_copy_screen();

	glDisable(GL_BLEND); //end additive

	state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY,true);
	state.effect_blur_shader.bind();
	state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(0));

	{
		GLuint db = GL_COLOR_ATTACHMENT0;
		glDrawBuffers(1,&db);
	}

	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);

	_copy_screen();

	state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY,false);


}

void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_cam_projection){

	//copy to front buffer

	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);
	glDepthFunc(GL_LEQUAL);
	glColorMask(1,1,1,1);

	//turn off everything used

	//copy specular to front buffer
	//copy diffuse to effect buffer


	glReadBuffer(GL_COLOR_ATTACHMENT0);
	glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
	glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);

	glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	if (!env) {
		//no environment, simply return and convert to SRGB
		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
		storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
		storage->shaders.copy.bind();

		_copy_screen();

		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
		storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false);	//compute luminance

		return;

	}


	//order of operation
	//1) DOF Blur (first blur, then copy to buffer applying the blur)
	//2) Motion Blur
	//3) Bloom
	//4) Tonemap
	//5) Adjustments

	GLuint composite_from = storage->frame.current_rt->effects.mip_maps[0].color;


	if (env->dof_blur_far_enabled) {

		//blur diffuse into effect mipmaps using separatable convolution
		//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);

		int vp_h = storage->frame.current_rt->height;
		int vp_w = storage->frame.current_rt->width;

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,true);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_LOW);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_HIGH);

		state.effect_blur_shader.bind();
		int qsteps[3]={4,10,20};

		float radius = (env->dof_blur_far_amount*env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality];

		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_far_distance);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_far_distance+env->dof_blur_far_transition);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(1,0));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());

		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,composite_from);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first

		_copy_screen();


		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(0,1));
		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
		_copy_screen();

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,false);


		composite_from=storage->frame.current_rt->effects.mip_maps[0].color;

	}

	if (env->dof_blur_near_enabled) {

		//blur diffuse into effect mipmaps using separatable convolution
		//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);

		int vp_h = storage->frame.current_rt->height;
		int vp_w = storage->frame.current_rt->width;

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR,true);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,true);

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_LOW);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_HIGH);

		state.effect_blur_shader.bind();
		int qsteps[3]={4,10,20};

		float radius = (env->dof_blur_near_amount*env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality];

		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_near_distance);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_near_distance-env->dof_blur_near_transition);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(1,0));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());

		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,composite_from);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first

		_copy_screen();
		//manually do the blend if this is the first operation resolving from the diffuse buffer
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE,composite_from == storage->frame.current_rt->buffers.diffuse);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,false);
		state.effect_blur_shader.bind();



		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_near_distance);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_near_distance-env->dof_blur_near_transition);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(0,1));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());


		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color);

		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level

		if (composite_from != storage->frame.current_rt->buffers.diffuse) {

			glEnable(GL_BLEND);
			glBlendEquation(GL_FUNC_ADD);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

		} else {
			glActiveTexture(GL_TEXTURE2);
			glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);

		}

		_copy_screen();

		if (composite_from != storage->frame.current_rt->buffers.diffuse) {

			glDisable(GL_BLEND);
		}

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR,false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE,false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,false);


		composite_from=storage->frame.current_rt->effects.mip_maps[0].color;

	}

	if ( env->auto_exposure) {

		//compute auto exposure
		//first step, copy from image to luminance buffer
		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,true);
		state.exposure_shader.bind();
		int ss[2]={
			storage->frame.current_rt->width,
			storage->frame.current_rt->height,
		};
		int ds[2]={
			exposure_shrink_size,
			exposure_shrink_size,
		};

		glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE),1,ss);
		glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE),1,ds);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);


		glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[0].fbo);
		glViewport(0,0,exposure_shrink_size,exposure_shrink_size);

		_copy_screen();





		//second step, shrink to 2x2 pixels
		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,false);
		state.exposure_shader.bind();
		//shrink from second to previous to last level

		int s_size=exposure_shrink_size/3;
		for(int i=1;i<exposure_shrink.size()-1;i++) {

			glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[i].fbo);
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D,exposure_shrink[i-1].color);

			_copy_screen();

			glViewport(0,0,s_size,s_size);

			s_size/=3;

		}
		//third step, shrink to 1x1 pixel taking in consideration the previous exposure
		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,true);

		uint64_t tick = OS::get_singleton()->get_ticks_usec();
		uint64_t tick_diff = storage->frame.current_rt->last_exposure_tick==0?0:tick-storage->frame.current_rt->last_exposure_tick;
		storage->frame.current_rt->last_exposure_tick=tick;

		if (tick_diff==0 || tick_diff>1000000) {
			state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,true);

		}

		state.exposure_shader.bind();

		glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[exposure_shrink.size()-1].fbo);
		glViewport(0,0,1,1);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,exposure_shrink[exposure_shrink.size()-2].color);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); //read from previous


		state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST,env->auto_exposure_speed*(tick_diff/1000000.0));
		state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE,env->auto_exposure_max);
		state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE,env->auto_exposure_min);

		_copy_screen();

		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,false);
		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,false);

		//last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer
		SWAP(exposure_shrink[exposure_shrink.size()-1].fbo,storage->frame.current_rt->exposure.fbo);
		SWAP(exposure_shrink[exposure_shrink.size()-1].color,storage->frame.current_rt->exposure.color);


		glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);

	}


	int max_glow_level=-1;
	int glow_mask=0;


	if (env->glow_enabled) {


		for(int i=0;i<VS::MAX_GLOW_LEVELS;i++) {
			if (env->glow_levels&(1<<i)) {

				if (i>=storage->frame.current_rt->effects.mip_maps[1].sizes.size()) {
					max_glow_level=storage->frame.current_rt->effects.mip_maps[1].sizes.size()-1;
					glow_mask|=1<<max_glow_level;

				} else {
					max_glow_level=i;
					glow_mask|=(1<<i);
				}

			}
		}


		//blur diffuse into effect mipmaps using separatable convolution
		//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);

		for(int i=0;i<(max_glow_level+1);i++) {


			int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
			int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
			glViewport(0,0,vp_w,vp_h);
			//horizontal pass
			if (i==0) {
				state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS,true);
				state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE,env->auto_exposure);
			}

			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL,true);
			state.effect_blur_shader.bind();
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i));
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH,env->glow_strength);

			glActiveTexture(GL_TEXTURE0);
			if (i==0) {
				glBindTexture(GL_TEXTURE_2D,composite_from);

				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::EXPOSURE,env->tone_mapper_exposure);
				if (env->auto_exposure) {
					state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey);
				}

				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);

				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM,env->glow_bloom);
				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_TRESHOLD,env->glow_hdr_bleed_treshold);
				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE,env->glow_hdr_bleed_scale);

			} else {
				glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
			}
			glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
			_copy_screen();
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL,false);
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS,false);
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE,false);

			//vertical pass
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL,true);
			state.effect_blur_shader.bind();
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i));
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH,env->glow_strength);
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color);
			glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[i+1].fbo); //next level, since mipmaps[0] starts one level bigger
			_copy_screen();
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL,false);
		}

		glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);

	}




	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D,composite_from);

	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_FILMIC);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_ACES);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_REINHARDT);

	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,env->auto_exposure);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC,env->glow_bicubic_upscale);



	if (max_glow_level>=0) {


		for(int i=0;i<(max_glow_level+1);i++) {

			if (glow_mask&(1<<i)) {
				if (i==0) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1,true);
				}
				if (i==1) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2,true);
				}
				if (i==2) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3,true);
				}
				if (i==3) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4,true);
				}
				if (i==4) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5,true);
				}
				if (i==5) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6,true);
				}
				if (i==6) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7,true);
				}
			}
		}

		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,env->glow_blend_mode==VS::GLOW_BLEND_MODE_SCREEN);
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,env->glow_blend_mode==VS::GLOW_BLEND_MODE_SOFTLIGHT);
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,env->glow_blend_mode==VS::GLOW_BLEND_MODE_REPLACE);
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);

	}

	state.tonemap_shader.bind();

	state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE,env->tone_mapper_exposure);
	state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE,env->tone_mapper_exposure_white);

	if (max_glow_level>=0) {

		state.tonemap_shader.set_uniform(TonemapShaderGLES3::GLOW_INTENSITY,env->glow_intensity);
		int ss[2]={
			storage->frame.current_rt->width,
			storage->frame.current_rt->height,
		};
		glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES3::GLOW_TEXTURE_SIZE),1,ss);

	}

	if (env->auto_exposure)	{

		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
		state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey);

	}



	_copy_screen();

	//turn off everything used
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC,false);

}

void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass){

	//first of all, make a new render pass
	render_pass++;


	//fill up ubo

	Environment *env = environment_owner.getornull(p_environment);
	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);

	if (shadow_atlas && shadow_atlas->size) {
		glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-3);
		glBindTexture(GL_TEXTURE_2D,shadow_atlas->depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
		state.ubo_data.shadow_atlas_pixel_size[0]=1.0/shadow_atlas->size;
		state.ubo_data.shadow_atlas_pixel_size[1]=1.0/shadow_atlas->size;
	}


	if (reflection_atlas && reflection_atlas->size) {
		glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-5);
		glBindTexture(GL_TEXTURE_2D,reflection_atlas->color);
	}

	if (p_reflection_probe.is_valid()) {
		state.ubo_data.reflection_multiplier=0.0;
	} else {
		state.ubo_data.reflection_multiplier=1.0;
	}

	state.ubo_data.subsurface_scatter_width=subsurface_scatter_size;


	state.ubo_data.shadow_z_offset=0;
	state.ubo_data.shadow_slope_scale=0;
	state.ubo_data.shadow_dual_paraboloid_render_side=0;
	state.ubo_data.shadow_dual_paraboloid_render_zfar=0;

	_setup_environment(env,p_cam_projection,p_cam_transform);

	bool fb_cleared=false;

	glDepthFunc(GL_LEQUAL);


	if (storage->frame.current_rt && true) {
		//pre z pass


		glDisable(GL_BLEND);
		glDepthMask(GL_TRUE);
		glEnable(GL_DEPTH_TEST);
		glDisable(GL_SCISSOR_TEST);
		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
		glDrawBuffers(0,NULL);

		glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);

		glColorMask(0,0,0,0);

		glClearDepth(1.0);
		glClear(GL_DEPTH_BUFFER_BIT);


		render_list.clear();
		_fill_render_list(p_cull_result,p_cull_count,true);
		render_list.sort_by_depth(false);
		state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true);
		_render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,0,false,false,true,false,false);
		state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false);

		glColorMask(1,1,1,1);

		fb_cleared=true;
		render_pass++;
	}


	_setup_lights(p_light_cull_result,p_light_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_shadow_atlas);
	_setup_reflections(p_reflection_probe_cull_result,p_reflection_probe_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_reflection_atlas,env);

	render_list.clear();


	bool use_mrt=false;


	_fill_render_list(p_cull_result,p_cull_count,false);
	//


	glEnable(GL_BLEND);
	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);

	//rendering to a probe cubemap side
	ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
	GLuint current_fbo;



	if (probe) {

		ReflectionAtlas *ref_atlas = reflection_atlas_owner.getptr(probe->atlas);
		ERR_FAIL_COND(!ref_atlas);

		int target_size=ref_atlas->size/ref_atlas->subdiv;

		int cubemap_index=reflection_cubemaps.size()-1;

		for(int i=reflection_cubemaps.size()-1;i>=0;i--) {
			//find appropriate cubemap to render to
			if (reflection_cubemaps[i].size>target_size*2)
				break;

			cubemap_index=i;
		}

		current_fbo=reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass];
		use_mrt=false;
		state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);

		glViewport(0,0,reflection_cubemaps[cubemap_index].size,reflection_cubemaps[cubemap_index].size);
		glBindFramebuffer(GL_FRAMEBUFFER,current_fbo);

	} else {

		use_mrt = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled

		glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);

		if (use_mrt) {

			current_fbo=storage->frame.current_rt->buffers.fbo;

			glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,true);


			Vector<GLenum> draw_buffers;
			draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
			draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
			draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
			if (state.used_sss) {
				draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
			}
			glDrawBuffers(draw_buffers.size(),draw_buffers.ptr());

			Color black(0,0,0,0);
			glClearBufferfv(GL_COLOR,1,black.components); // specular
			glClearBufferfv(GL_COLOR,2,black.components); // normal metal rough
			if (state.used_sss) {
				glClearBufferfv(GL_COLOR,3,black.components); // normal metal rough
			}

		} else {



			current_fbo = storage->frame.current_rt->buffers.fbo;
			glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);

			Vector<GLenum> draw_buffers;
			draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
			glDrawBuffers(draw_buffers.size(),draw_buffers.ptr());

		}
	}

	if (!fb_cleared) {
		glClearDepth(1.0);
		glClear(GL_DEPTH_BUFFER_BIT);
	}

	Color clear_color(0,0,0,0);

	RasterizerStorageGLES3::SkyBox *skybox=NULL;
	GLuint env_radiance_tex=0;

	if (!env || env->bg_mode==VS::ENV_BG_CLEAR_COLOR) {

		if (storage->frame.clear_request) {

			clear_color = storage->frame.clear_request_color.to_linear();
			storage->frame.clear_request=false;

		}

	} else if (env->bg_mode==VS::ENV_BG_COLOR) {

		clear_color = env->bg_color.to_linear();
		storage->frame.clear_request=false;
	} else if (env->bg_mode==VS::ENV_BG_SKYBOX) {

		skybox = storage->skybox_owner.getornull(env->skybox);

		if (skybox) {
			env_radiance_tex=skybox->radiance;
		}
		storage->frame.clear_request=false;

	} else {
		storage->frame.clear_request=false;
	}

	glClearBufferfv(GL_COLOR,0,clear_color.components); // specular


	state.texscreen_copied=false;

	glBlendEquation(GL_FUNC_ADD);

	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	} else {
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}

	glDisable(GL_BLEND);

	render_list.sort_by_key(false);

	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	} else {
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}



	if (state.directional_light_count==0) {
		directional_light=NULL;
		_render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,false,shadow_atlas!=NULL);
	} else {
		for(int i=0;i<state.directional_light_count;i++) {
			directional_light=directional_lights[i];
			if (i>0) {
				glEnable(GL_BLEND);
			}
			_setup_directional_light(i,p_cam_transform.affine_inverse(),shadow_atlas!=NULL);
			_render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,i>0,shadow_atlas!=NULL);

		}
	}


	state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);

	if (use_mrt) {
		GLenum gldb = GL_COLOR_ATTACHMENT0;
		glDrawBuffers(1,&gldb);
	}

	if (env && env->bg_mode==VS::ENV_BG_SKYBOX) {

		//if (use_mrt) {
		//	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters
		//

		_draw_skybox(skybox,p_cam_projection,p_cam_transform,storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale);
	}





	//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
	//glColorMask(1,1,1,1);

//	state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);


	if (use_mrt) {
		_render_mrts(env,p_cam_projection);
	}

	glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
	glEnable(GL_BLEND);
	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);

	render_list.sort_by_depth(true);

	if (state.directional_light_count==0) {
		directional_light=NULL;
		_render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false,false,shadow_atlas!=NULL);
	} else {
		for(int i=0;i<state.directional_light_count;i++) {
			directional_light=directional_lights[i];
			_setup_directional_light(i,p_cam_transform.affine_inverse(),shadow_atlas!=NULL);
			_render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false,i>0,shadow_atlas!=NULL);

		}
	}

	if (probe) {
		//rendering a probe, do no more!
		return;
	}


	_post_process(env,p_cam_projection);


	if (false && shadow_atlas) {

		//_copy_texture_to_front_buffer(shadow_atlas->depth);
		storage->canvas->canvas_begin();
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,shadow_atlas->depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
		storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));

	}

	if (false && storage->frame.current_rt) {

		//_copy_texture_to_front_buffer(shadow_atlas->depth);
		storage->canvas->canvas_begin();
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,exposure_shrink[4].color);
//		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
		storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/16,storage->frame.current_rt->height/16),Rect2(0,0,1,1));

	}

	if (false && reflection_atlas && storage->frame.current_rt) {

		//_copy_texture_to_front_buffer(shadow_atlas->depth);
		storage->canvas->canvas_begin();
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,reflection_atlas->color);
		storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));

	}

	if (false && directional_shadow.fbo) {

		//_copy_texture_to_front_buffer(shadow_atlas->depth);
		storage->canvas->canvas_begin();
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,directional_shadow.depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
		storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));

	}

	if (false && env_radiance_tex) {

			//_copy_texture_to_front_buffer(shadow_atlas->depth);
			storage->canvas->canvas_begin();
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D,env_radiance_tex);
			storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));

	}


#if 0
	if (use_fb) {



		for(int i=0;i<VS::ARRAY_MAX;i++) {
			glDisableVertexAttribArray(i);
		}
		glBindBuffer(GL_ARRAY_BUFFER,0);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
		glDisable(GL_BLEND);
		glDisable(GL_DEPTH_TEST);
		glDisable(GL_CULL_FACE);
		glDisable(GL_SCISSOR_TEST);
		glDepthMask(false);

		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {

			int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
			switch(hdr_tm) {
				case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {


				} break;
				case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
					copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);

				} break;
				case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
					copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
				} break;
				case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {

					copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
					copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
				} break;
			}


			_process_hdr();
		}
		if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
			_process_glow_bloom();
			int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
			if (glow_transfer_mode==1)
				copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
			if (glow_transfer_mode==2)
				copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
		}

		glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);

		Size2 size;
		if (current_rt) {
			glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
			glViewport( 0,0,viewport.width,viewport.height);
			size=Size2(viewport.width,viewport.height);
		} else {
			glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
			glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
			size=Size2(viewport.width,viewport.height);
		}

		//time to copy!!!
		copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
		copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
		copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
		copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
		copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);

		copy_shader.bind();
		//copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);

		if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {

			glActiveTexture(GL_TEXTURE1);
			glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);

		}

		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {

			glActiveTexture(GL_TEXTURE2);
			glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
			copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
			copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));

		}

		if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
			copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));


		if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {

			Vector3 bcs;
			bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
			bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
			bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
			copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
		}

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, framebuffer.color );
		glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);

		_copy_screen_quad();

		copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);

		state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false);


		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
			_debug_luminances();
		}
	}

	current_env=NULL;
	current_debug=VS::SCENARIO_DEBUG_DISABLED;
	if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
		_debug_shadows();
	}
//	_debug_luminances();
//	_debug_samplers();

	if (using_canvas_bg) {
		using_canvas_bg=false;
		glColorMask(1,1,1,1); //don't touch alpha
	}
#endif
}

void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count) {

	render_pass++;

	directional_light=NULL;

	LightInstance *light_instance = light_instance_owner.getornull(p_light);
	ERR_FAIL_COND(!light_instance);
	RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light);
	ERR_FAIL_COND(!light);

	uint32_t x,y,width,height,vp_height;


	float dp_direction=0.0;
	float zfar=0;
	bool flip_facing=false;
	int custom_vp_size=0;
	GLuint fbo;
	int current_cubemap=-1;
	float bias=0;
	float normal_bias=0;

	CameraMatrix light_projection;
	Transform light_transform;


	if (light->type==VS::LIGHT_DIRECTIONAL) {
		//set pssm stuff
		if (light_instance->last_scene_shadow_pass!=scene_pass) {
			//assign rect if unassigned
			light_instance->light_directional_index = directional_shadow.current_light;
			light_instance->last_scene_shadow_pass=scene_pass;
			directional_shadow.current_light++;

			if (directional_shadow.light_count==1) {
				light_instance->directional_rect=Rect2(0,0,directional_shadow.size,directional_shadow.size);
			} else if (directional_shadow.light_count==2) {
				light_instance->directional_rect=Rect2(0,0,directional_shadow.size,directional_shadow.size/2);
				if (light_instance->light_directional_index==1) {
					light_instance->directional_rect.pos.x+=light_instance->directional_rect.size.x;
				}
			} else  { //3 and 4
				light_instance->directional_rect=Rect2(0,0,directional_shadow.size/2,directional_shadow.size/2);
				if (light_instance->light_directional_index&1) {
					light_instance->directional_rect.pos.x+=light_instance->directional_rect.size.x;
				}
				if (light_instance->light_directional_index/2) {
					light_instance->directional_rect.pos.y+=light_instance->directional_rect.size.y;
				}
			}
		}

		light_projection=light_instance->shadow_transform[p_pass].camera;
		light_transform=light_instance->shadow_transform[p_pass].transform;

		x=light_instance->directional_rect.pos.x;
		y=light_instance->directional_rect.pos.y;
		width=light_instance->directional_rect.size.x;
		height=light_instance->directional_rect.size.y;



		if (light->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {


			width/=2;
			height/=2;

			if (p_pass==0) {

			} else if (p_pass==1) {
				x+=width;
			} else if (p_pass==2) {
				y+=height;
			} else if (p_pass==3) {
				x+=width;
				y+=height;

			}



		} else if (light->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {

			height/=2;

			if (p_pass==0) {

			} else {
				y+=height;
			}

		}

		zfar=light->param[VS::LIGHT_PARAM_RANGE];
		bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
		normal_bias=light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
		fbo=directional_shadow.fbo;
		vp_height=directional_shadow.size;

	} else {
		//set from shadow atlas

		ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
		ERR_FAIL_COND(!shadow_atlas);
		ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));

		fbo=shadow_atlas->fbo;
		vp_height=shadow_atlas->size;

		uint32_t key = shadow_atlas->shadow_owners[p_light];

		uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3;
		uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;

		ERR_FAIL_INDEX(shadow,shadow_atlas->quadrants[quadrant].shadows.size());

		uint32_t quadrant_size = shadow_atlas->size>>1;

		x=(quadrant&1)*quadrant_size;
		y=(quadrant>>1)*quadrant_size;

		uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
		x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
		y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;

		width=shadow_size;
		height=shadow_size;

		if (light->type==VS::LIGHT_OMNI) {


			if (light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE) {

				int cubemap_index=shadow_cubemaps.size()-1;

				for(int i=shadow_cubemaps.size()-1;i>=0;i--) {
					//find appropriate cubemap to render to
					if (shadow_cubemaps[i].size>shadow_size*2)
						break;

					cubemap_index=i;
				}

				fbo=shadow_cubemaps[cubemap_index].fbo_id[p_pass];
				light_projection=light_instance->shadow_transform[0].camera;
				light_transform=light_instance->shadow_transform[0].transform;
				custom_vp_size=shadow_cubemaps[cubemap_index].size;
				zfar=light->param[VS::LIGHT_PARAM_RANGE];

				current_cubemap=cubemap_index;


			} else {

				light_projection=light_instance->shadow_transform[0].camera;
				light_transform=light_instance->shadow_transform[0].transform;

				if (light->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {

					height/=2;
					y+=p_pass*height;
				} else {
					width/=2;
					x+=p_pass*width;

				}

				dp_direction = p_pass==0?1.0:-1.0;
				flip_facing = (p_pass == 1);
				zfar=light->param[VS::LIGHT_PARAM_RANGE];
				bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS];

				state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,true);
			}

		} else if (light->type==VS::LIGHT_SPOT) {

			light_projection=light_instance->shadow_transform[0].camera;
			light_transform=light_instance->shadow_transform[0].transform;

			dp_direction = 1.0;
			flip_facing = false;
			zfar=light->param[VS::LIGHT_PARAM_RANGE];
			bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
			normal_bias=light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
		}

	}

	//todo hacer que se redibuje cuando corresponde


	render_list.clear();
	_fill_render_list(p_cull_result,p_cull_count,true);

	render_list.sort_by_depth(false); //shadow is front to back for performance

	glDepthMask(true);
	glColorMask(1,1,1,1);
	glDisable(GL_BLEND);
	glDisable(GL_DITHER);
	glEnable(GL_DEPTH_TEST);
	glBindFramebuffer(GL_FRAMEBUFFER,fbo);

	if (custom_vp_size) {
		glViewport(0,0,custom_vp_size,custom_vp_size);
		glScissor(0,0,custom_vp_size,custom_vp_size);


	} else {
		glViewport(x,y,width,height);
		glScissor(x,y,width,height);
	}

	glEnable(GL_SCISSOR_TEST);
	glClearDepth(1.0);
	glClear(GL_DEPTH_BUFFER_BIT);
	glDisable(GL_SCISSOR_TEST);

	state.ubo_data.shadow_z_offset=bias;
	state.ubo_data.shadow_slope_scale=normal_bias;
	state.ubo_data.shadow_dual_paraboloid_render_side=dp_direction;
	state.ubo_data.shadow_dual_paraboloid_render_zfar=zfar;

	_setup_environment(NULL,light_projection,light_transform);

	state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true);

	_render_list(render_list.elements,render_list.element_count,light_transform,light_projection,0,!flip_facing,false,true,false,false);

	state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false);
	state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,false);


	if (light->type==VS::LIGHT_OMNI && light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE && p_pass==5) {
		//convert the chosen cubemap to dual paraboloid!

		ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);

		glBindFramebuffer(GL_FRAMEBUFFER,shadow_atlas->fbo);
		state.cube_to_dp_shader.bind();

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_CUBE_MAP,shadow_cubemaps[current_cubemap].cubemap);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
		glDisable(GL_CULL_FACE);

		for(int i=0;i<2;i++) {

			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FLIP,i==1);
			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_NEAR,light_projection.get_z_near());
			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FAR,light_projection.get_z_far());
			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::BIAS,light->param[VS::LIGHT_PARAM_SHADOW_BIAS]);

			uint32_t local_width=width,local_height=height;
			uint32_t local_x=x,local_y=y;
			if (light->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {

				local_height/=2;
				local_y+=i*local_height;
			} else {
				local_width/=2;
				local_x+=i*local_width;
			}

			glViewport(local_x,local_y,local_width,local_height);
			glScissor(local_x,local_y,local_width,local_height);
			glEnable(GL_SCISSOR_TEST);
			glClearDepth(1.0);
			glClear(GL_DEPTH_BUFFER_BIT);
			glDisable(GL_SCISSOR_TEST);
			//glDisable(GL_DEPTH_TEST);
			glDisable(GL_BLEND);

			_copy_screen();

		}

	}

	glColorMask(1,1,1,1);


}

void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) {
	scene_pass=p_pass;
}

bool RasterizerSceneGLES3::free(RID p_rid) {

	if (light_instance_owner.owns(p_rid)) {


		LightInstance *light_instance = light_instance_owner.getptr(p_rid);

		//remove from shadow atlases..
		for(Set<RID>::Element *E=light_instance->shadow_atlases.front();E;E=E->next()) {
			ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get());
			ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
			uint32_t key = shadow_atlas->shadow_owners[p_rid];
			uint32_t q = (key>>ShadowAtlas::QUADRANT_SHIFT)&0x3;
			uint32_t s = key&ShadowAtlas::SHADOW_INDEX_MASK;

			shadow_atlas->quadrants[q].shadows[s].owner=RID();
			shadow_atlas->shadow_owners.erase(p_rid);
		}


		light_instance_owner.free(p_rid);
		memdelete(light_instance);

	} else if (shadow_atlas_owner.owns(p_rid)) {

		ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(p_rid);
		shadow_atlas_set_size(p_rid,0);
		shadow_atlas_owner.free(p_rid);
		memdelete(shadow_atlas);
	} else if (reflection_atlas_owner.owns(p_rid)) {

		ReflectionAtlas *reflection_atlas = reflection_atlas_owner.get(p_rid);
		reflection_atlas_set_size(p_rid,0);
		reflection_atlas_owner.free(p_rid);
		memdelete(reflection_atlas);
	} else if (reflection_probe_instance_owner.owns(p_rid)) {

		ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid);

		reflection_probe_release_atlas_index(p_rid);
		reflection_probe_instance_owner.free(p_rid);
		memdelete(reflection_instance);

	} else {
		return false;
	}


	return true;

}

// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
static _FORCE_INLINE_ float radicalInverse_VdC(uint32_t bits) {
      bits = (bits << 16u) | (bits >> 16u);
      bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
      bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
      bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
      bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
      return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
}

static _FORCE_INLINE_ Vector2 Hammersley(uint32_t i, uint32_t N) {
      return Vector2(float(i) / float(N), radicalInverse_VdC(i));
}

static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, Vector3 N) {
      float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]

      // Compute distribution direction
      float Phi = 2.0f * Math_PI * Xi.x;
      float CosTheta = Math::sqrt((1.0f - Xi.y) / (1.0f + (a*a - 1.0f) * Xi.y));
      float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta));

      // Convert to spherical direction
      Vector3 H;
      H.x = SinTheta * Math::cos(Phi);
      H.y = SinTheta * Math::sin(Phi);
      H.z = CosTheta;

      Vector3 UpVector = Math::abs(N.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(1.0, 0.0, 0.0);
      Vector3 TangentX = UpVector.cross(N);
      TangentX.normalize();
      Vector3 TangentY = N.cross(TangentX);

      // Tangent to world space
      return TangentX * H.x + TangentY * H.y + N * H.z;
}

static _FORCE_INLINE_ float GGX(float NdotV, float a) {
	float k = a / 2.0;
	return NdotV / (NdotV * (1.0 - k) + k);
}

// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
float _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL)
{
	return GGX(nDotL, a * a) * GGX(nDotV, a * a);
}

void RasterizerSceneGLES3::_generate_brdf() {

	int brdf_size=GLOBAL_DEF("rendering/gles3/brdf_texture_size",64);



	PoolVector<uint8_t> brdf;
	brdf.resize(brdf_size*brdf_size*2);

	PoolVector<uint8_t>::Write w = brdf.write();


	for(int i=0;i<brdf_size;i++) {
		for(int j=0;j<brdf_size;j++) {

			float Roughness = float(j)/(brdf_size-1);
			float NoV       = float(i+1)/(brdf_size); //avoid storing nov0

			Vector3 V;
			V.x = Math::sqrt( 1.0 - NoV * NoV );
			V.y = 0.0;
			V.z = NoV;

			Vector3 N = Vector3(0.0, 0.0, 1.0);

			float A = 0;
			float B = 0;

			for(int s=0;s<512;s++) {


				Vector2 xi = Hammersley(s,512);
				Vector3 H  = ImportanceSampleGGX( xi, Roughness, N );
				Vector3 L  = 2.0 * V.dot(H) * H - V;

				float NoL = CLAMP( L.z, 0.0, 1.0 );
				float NoH = CLAMP( H.z, 0.0, 1.0 );
				float VoH = CLAMP( V.dot(H), 0.0, 1.0 );

				if ( NoL > 0.0 ) {
					float G     = G_Smith( Roughness, NoV, NoL );
					float G_Vis = G * VoH / (NoH * NoV);
					float Fc    = pow(1.0 - VoH, 5.0);

					A += (1.0 - Fc) * G_Vis;
					B += Fc * G_Vis;
				}
			}

			A/=512.0;
			B/=512.0;

			int tofs = ((brdf_size-j-1)*brdf_size+i)*2;
			w[tofs+0]=CLAMP(A*255,0,255);
			w[tofs+1]=CLAMP(B*255,0,255);
		}
	}


	//set up brdf texture


	glGenTextures(1, &state.brdf_texture);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D,state.brdf_texture);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, brdf_size, brdf_size, 0, GL_RG, GL_UNSIGNED_BYTE,w.ptr());
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glBindTexture(GL_TEXTURE_2D,0);

}

void RasterizerSceneGLES3::initialize() {


	render_pass=0;

	state.scene_shader.init();

	default_shader = storage->shader_create(VS::SHADER_SPATIAL);
	default_material = storage->material_create();
	storage->material_set_shader(default_material,default_shader);

	default_shader_twosided = storage->shader_create(VS::SHADER_SPATIAL);
	default_material_twosided = storage->material_create();
	storage->shader_set_code(default_shader_twosided,"render_mode cull_disabled;\n");
	storage->material_set_shader(default_material_twosided,default_shader_twosided);


	glGenBuffers(1, &state.scene_ubo);
	glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.scene_ubo, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	glGenBuffers(1, &state.env_radiance_ubo);
	glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);


	render_list.max_elements=GLOBAL_DEF("rendering/gles3/max_renderable_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS);
	if (render_list.max_elements>1000000)
		render_list.max_elements=1000000;
	if (render_list.max_elements<1024)
		render_list.max_elements=1024;



	{
		//quad buffers

		glGenBuffers(1,&state.skybox_verts);
		glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts);
		glBufferData(GL_ARRAY_BUFFER,sizeof(Vector3)*8,NULL,GL_DYNAMIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind


		glGenVertexArrays(1,&state.skybox_array);
		glBindVertexArray(state.skybox_array);
		glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts);
		glVertexAttribPointer(VS::ARRAY_VERTEX,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,0);
		glEnableVertexAttribArray(VS::ARRAY_VERTEX);
		glVertexAttribPointer(VS::ARRAY_TEX_UV,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,((uint8_t*)NULL)+sizeof(Vector3));
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glBindVertexArray(0);
		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
	}
	render_list.init();
	state.cube_to_dp_shader.init();
	_generate_brdf();

	shadow_atlas_realloc_tolerance_msec=500;





	int max_shadow_cubemap_sampler_size=512;

	int cube_size = max_shadow_cubemap_sampler_size;

	glActiveTexture(GL_TEXTURE0);

	while(cube_size>=32) {

		ShadowCubeMap cube;
		cube.size=cube_size;

		glGenTextures(1,&cube.cubemap);
		glBindTexture(GL_TEXTURE_CUBE_MAP,cube.cubemap);
		//gen cubemap first
		for(int i=0;i<6;i++) {

			glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT,  cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
		}

		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		// Remove artifact on the edges of the shadowmap
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

		//gen renderbuffers second, because it needs a complete cubemap
		for(int i=0;i<6;i++) {

			glGenFramebuffers(1, &cube.fbo_id[i]);
			glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]);
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,_cube_side_enum[i], cube.cubemap, 0);

			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
			ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
		}

		shadow_cubemaps.push_back(cube);

		cube_size>>=1;
	}

	{
		//directional light shadow
		directional_shadow.light_count=0;
		directional_shadow.size=nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size",2048));
		glGenFramebuffers(1,&directional_shadow.fbo);
		glBindFramebuffer(GL_FRAMEBUFFER,directional_shadow.fbo);
		glGenTextures(1,&directional_shadow.depth);
		glBindTexture(GL_TEXTURE_2D,directional_shadow.depth);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,  directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, directional_shadow.depth, 0);
		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
		if (status!=GL_FRAMEBUFFER_COMPLETE) {
			ERR_PRINT("Directional shadow framebuffer status invalid");
		}
	}

	{
		//spot and omni ubos

		int max_ubo_size;
		glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE,&max_ubo_size);
		const int ubo_light_size=160;
		state.ubo_light_size=ubo_light_size;
		state.max_ubo_lights=MIN(RenderList::MAX_LIGHTS,max_ubo_size/ubo_light_size);
		print_line("max ubo light: "+itos(state.max_ubo_lights));

		state.spot_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights);
		state.omni_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights);


		glGenBuffers(1, &state.spot_array_ubo);
		glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo);
		glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		glGenBuffers(1, &state.omni_array_ubo);
		glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo);
		glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		glGenBuffers(1, &state.directional_ubo);
		glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), NULL, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		state.max_forward_lights_per_object=8;


		state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS "+itos(state.max_ubo_lights)+"\n");
		state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS "+itos(state.max_forward_lights_per_object)+"\n");

		state.max_ubo_reflections=MIN(RenderList::MAX_REFLECTIONS,max_ubo_size/sizeof(ReflectionProbeDataUBO));
		print_line("max ubo reflections: "+itos(state.max_ubo_reflections)+"  ubo size: "+itos(sizeof(ReflectionProbeDataUBO)));

		state.reflection_array_tmp = (uint8_t*)memalloc(sizeof(ReflectionProbeDataUBO)*state.max_ubo_reflections);

		glGenBuffers(1, &state.reflection_array_ubo);
		glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(ReflectionProbeDataUBO)*state.max_ubo_reflections, NULL, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		state.scene_shader.add_custom_define("#define MAX_REFLECTION_DATA_STRUCTS "+itos(state.max_ubo_reflections)+"\n");

		state.max_skeleton_bones=MIN(2048,max_ubo_size/(12*sizeof(float)));
		state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES "+itos(state.max_skeleton_bones)+"\n");


	}

	GLOBAL_DEF("rendering/gles3/shadow_filter_mode",1);
	GlobalConfig::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode",PropertyInfo(Variant::INT,"rendering/gles3/shadow_filter_mode",PROPERTY_HINT_ENUM,"Disabled,PCF5,PCF13"));
	shadow_filter_mode=SHADOW_FILTER_NEAREST;

	{ //reflection cubemaps
		int max_reflection_cubemap_sampler_size=512;

		int cube_size = max_reflection_cubemap_sampler_size;

		glActiveTexture(GL_TEXTURE0);

		bool use_float=true;

		GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
		GLenum format = GL_RGBA;
		GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV;

		while(cube_size>=32) {

			ReflectionCubeMap cube;
			cube.size=cube_size;

			glGenTextures(1,&cube.depth);
			glBindTexture(GL_TEXTURE_2D,cube.depth);
			glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,  cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);


			glGenTextures(1,&cube.cubemap);
			glBindTexture(GL_TEXTURE_CUBE_MAP,cube.cubemap);
			//gen cubemap first
			for(int i=0;i<6;i++) {

				glTexImage2D(_cube_side_enum[i], 0, internal_format,  cube.size, cube.size, 0, format, type, NULL);
			}

			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
			// Remove artifact on the edges of the reflectionmap
			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

			//gen renderbuffers second, because it needs a complete cubemap
			for(int i=0;i<6;i++) {

				glGenFramebuffers(1, &cube.fbo_id[i]);
				glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]);
				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,_cube_side_enum[i], cube.cubemap, 0);
				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, cube.depth, 0);

				GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
				ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
			}

			reflection_cubemaps.push_back(cube);

			cube_size>>=1;
		}
	}

	{


		uint32_t immediate_buffer_size=GLOBAL_DEF("rendering/buffers/immediate_buffer_size_kb",2048);

		glGenBuffers(1, &state.immediate_buffer);
		glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
		glBufferData(GL_ARRAY_BUFFER, immediate_buffer_size*1024, NULL, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, 0);

		glGenVertexArrays(1,&state.immediate_array);



	}

#ifdef GLES_OVER_GL
//"desktop" opengl needs this.
	glEnable(GL_PROGRAM_POINT_SIZE);

#endif

	state.resolve_shader.init();
	state.ssr_shader.init();
	state.effect_blur_shader.init();
	state.sss_shader.init();
	state.ssao_minify_shader.init();
	state.ssao_shader.init();
	state.ssao_blur_shader.init();
	state.exposure_shader.init();
	state.tonemap_shader.init();


	{
		GLOBAL_DEF("rendering/ssurf_scattering/quality",1);
		GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/quality",PropertyInfo(Variant::INT,"rendering/ssurf_scattering/quality",PROPERTY_HINT_ENUM,"Low,Medium,High"));
		GLOBAL_DEF("rendering/ssurf_scattering/max_size",1.0);
		GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/max_size",PropertyInfo(Variant::INT,"rendering/ssurf_scattering/max_size",PROPERTY_HINT_RANGE,"0.01,8,0.01"));
		GLOBAL_DEF("rendering/ssurf_scattering/follow_surface",false);

		GLOBAL_DEF("rendering/reflections/high_quality_vct_gi",true);


	}

	exposure_shrink_size=243;
	int max_exposure_shrink_size=exposure_shrink_size;

	while(max_exposure_shrink_size>0) {

		RasterizerStorageGLES3::RenderTarget::Exposure e;

		glGenFramebuffers(1, &e.fbo);
		glBindFramebuffer(GL_FRAMEBUFFER, e.fbo);

		glGenTextures(1, &e.color);
		glBindTexture(GL_TEXTURE_2D, e.color);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F,  max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,  e.color, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		exposure_shrink.push_back(e);
		max_exposure_shrink_size/=3;

		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
		ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);


	}

}

void RasterizerSceneGLES3::iteration() {

	shadow_filter_mode=ShadowFilterMode(int(GlobalConfig::get_singleton()->get("rendering/gles3/shadow_filter_mode")));
	subsurface_scatter_follow_surface=GlobalConfig::get_singleton()->get("rendering/gles3/subsurface_scattering/follow_surface");
	subsurface_scatter_quality=SubSurfaceScatterQuality(int(GlobalConfig::get_singleton()->get("rendering/gles3/subsurface_scattering/quality")));
	subsurface_scatter_size=GlobalConfig::get_singleton()->get("rendering/gles3/subsurface_scattering/max_size");


	state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH,GlobalConfig::get_singleton()->get("rendering/gles3/high_quality_vct_gi"));
}

void RasterizerSceneGLES3::finalize(){


}


RasterizerSceneGLES3::RasterizerSceneGLES3()
{

}
